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vcmi/client/CMusicHandler.cpp

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#include "StdInc.h"
#include <boost/bimap.hpp>
#include <SDL_mixer.h>
#include "CMusicHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CSpellHandler.h"
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#include "../client/CGameInfo.h"
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
#include "../lib/Filesystem/CResourceLoader.h"
/*
* CMusicHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
using namespace boost::assign;
static boost::bimap<soundBase::soundID, std::string> sounds;
// Not pretty, but there's only one music handler object in the game.
static void soundFinishedCallbackC(int channel)
{
CCS->soundh->soundFinishedCallback(channel);
}
static void musicFinishedCallbackC(void)
{
CCS->musich->musicFinishedCallback();
}
void CAudioBase::init()
{
if (initialized)
return;
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
{
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tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
return;
}
initialized = true;
}
void CAudioBase::release()
{
if (initialized)
{
Mix_CloseAudio();
initialized = false;
}
}
void CAudioBase::setVolume(ui32 percent)
{
if (percent > 100)
percent = 100;
volume = percent;
}
void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
{
setVolume(volumeNode.Float());
}
CSoundHandler::CSoundHandler():
listener(settings.listen["general"]["sound"])
{
listener(boost::bind(&CSoundHandler::onVolumeChange, this, _1));
// Map sound names
#define VCMI_SOUND_NAME(x) ( soundBase::x,
#define VCMI_SOUND_FILE(y) #y )
sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
VCMI_SOUND_LIST;
#undef VCMI_SOUND_NAME
#undef VCMI_SOUND_FILE
// Vectors for helper(s)
pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
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horseSounds += // must be the same order as terrains (see EterrainType);
soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
soundBase::horseSubterranean, soundBase::horseLava,
soundBase::horseWater, soundBase::horseRock;
battleIntroSounds += soundBase::battle00, soundBase::battle01,
soundBase::battle02, soundBase::battle03, soundBase::battle04,
soundBase::battle05, soundBase::battle06, soundBase::battle07;
};
void CSoundHandler::init()
{
CAudioBase::init();
if (initialized)
{
// Load sounds
Mix_ChannelFinished(soundFinishedCallbackC);
}
}
void CSoundHandler::release()
{
if (initialized)
{
Mix_HaltChannel(-1);
std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
for (it=soundChunks.begin(); it != soundChunks.end(); it++)
{
if (it->second)
Mix_FreeChunk(it->second);
}
}
CAudioBase::release();
}
// Allocate an SDL chunk and cache it.
Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
{
// Find its name
boost::bimap<soundBase::soundID, std::string>::left_iterator it;
it = sounds.left.find(soundID);
if (it == sounds.left.end())
return nullptr;
// Load and insert
try
{
auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + it->second, EResType::SOUND));
SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
Mix_Chunk *chunk;
chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
return chunk;
}
catch(std::exception &e)
{
tlog3 << "Cannot get sound " << soundID << " chunk: " << e.what() << "\n";
return nullptr;
}
}
// Get a soundID given a filename
soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
{
boost::bimap<soundBase::soundID, std::string>::right_iterator it;
it = sounds.right.find(fileName);
if (it == sounds.right.end())
return soundBase::invalid;
else
return it->second;
}
void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
{
tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
const JsonNode config(ResourceID("config/cr_sounds.json"));
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CBattleSounds.resize(creatures.size());
if (!config["creature_sounds"].isNull()) {
BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector()) {
const JsonNode *value;
int id;
value = &node["name"];
bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
if (i != CGI->creh->nameToID.end())
id = i->second;
else
{
tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
continue;
}
/* This is a bit ugly. Maybe we should use an array for
* sound ids instead of separate variables and define
* attack/defend/killed/... as indexes. */
#define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
GET_SOUND_VALUE(attack);
GET_SOUND_VALUE(defend);
GET_SOUND_VALUE(killed);
GET_SOUND_VALUE(move);
GET_SOUND_VALUE(shoot);
GET_SOUND_VALUE(wince);
GET_SOUND_VALUE(ext1);
GET_SOUND_VALUE(ext2);
GET_SOUND_VALUE(startMoving);
GET_SOUND_VALUE(endMoving);
#undef GET_SOUND_VALUE
}
}
//commented to avoid spurious warnings
/*
// Find creatures without sounds
for(ui32 i=0;i<creatures.size();i++)
{
// Note: this will exclude war machines, but it's better
// than nothing.
if (vstd::contains(CGI->creh->notUsedMonsters, i))
continue;
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CCreature &c = creatures[i];
if (c.sounds.killed == soundBase::invalid)
tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
}*/
}
void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
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{
const JsonNode config(ResourceID("config/sp_sounds.json"));
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if (!config["spell_sounds"].isNull()) {
BOOST_FOREACH(const JsonNode &node, config["spell_sounds"].Vector()) {
int spellid = node["id"].Float();
const CSpell *s = CGI->spellh->spells[spellid];
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if (vstd::contains(spellSounds, s))
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tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
soundBase::soundID sound = getSoundID(node["soundfile"].String());
if (sound == soundBase::invalid)
tlog0 << "Error: invalid sound for id "<< spellid << "\n";
spellSounds[s] = sound;
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}
}
}
// Plays a sound, and return its channel so we can fade it out later
int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
{
if (!initialized)
return -1;
int channel;
Mix_Chunk *chunk = GetSoundChunk(soundID);
if (chunk)
{
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
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tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
else
callbacks[channel];//insert empty callback
}
else
{
channel = -1;
}
return channel;
}
// Helper. Randomly select a sound from an array and play it
int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
{
return playSound(sound_vec[rand() % sound_vec.size()]);
}
void CSoundHandler::stopSound( int handler )
{
if (initialized && handler != -1)
Mix_HaltChannel(handler);
}
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// Sets the sound volume, from 0 (mute) to 100
void CSoundHandler::setVolume(ui32 percent)
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{
CAudioBase::setVolume(percent);
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if (initialized)
Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
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}
void CSoundHandler::setCallback(int channel, boost::function<void()> function)
{
std::map<int, boost::function<void()> >::iterator iter;
iter = callbacks.find(channel);
//channel not found. It may have finished so fire callback now
if(iter == callbacks.end())
function();
else
iter->second = function;
}
void CSoundHandler::soundFinishedCallback(int channel)
{
std::map<int, boost::function<void()> >::iterator iter;
iter = callbacks.find(channel);
assert(iter != callbacks.end());
if (iter->second)
iter->second();
callbacks.erase(iter);
}
void CMusicHandler::onVolumeChange(const JsonNode &volumeNode)
{
setVolume(volumeNode.Float());
}
CMusicHandler::CMusicHandler():
listener(settings.listen["general"]["music"])
{
listener(boost::bind(&CMusicHandler::onVolumeChange, this, _1));
// Map music IDs
// Vectors for helper
const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
const std::string setTowns[] = {"CstleTown", "Rampart", "TowerTown", "InfernoTown",
"NecroTown", "Dungeon", "Stronghold", "FortressTown", "ElemTown"};
auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
{
for (size_t i=0; i < amount; i++)
addEntryToSet(setName, i, std::string("music/") + list[i]);
};
fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
fillSet("town-theme", setTowns, ARRAY_COUNT(setTowns));
}
void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)
{
musicsSet[set][musicID] = musicURI;
}
void CMusicHandler::init()
{
CAudioBase::init();
if (initialized)
Mix_HookMusicFinished(musicFinishedCallbackC);
}
void CMusicHandler::release()
{
if (initialized)
{
boost::mutex::scoped_lock guard(musicMutex);
Mix_HookMusicFinished(NULL);
current.reset();
next.reset();
}
CAudioBase::release();
}
void CMusicHandler::playMusic(std::string musicURI, bool loop)
{
if (current && current->isTrack( musicURI))
return;
queueNext(new MusicEntry(this, "", musicURI, loop));
}
void CMusicHandler::playMusicFromSet(std::string whichSet, bool loop)
{
auto selectedSet = musicsSet.find(whichSet);
if (selectedSet == musicsSet.end())
{
tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
return;
}
if (current && current->isSet(whichSet))
return;
queueNext(new MusicEntry(this, whichSet, "", loop));
}
void CMusicHandler::playMusicFromSet(std::string whichSet, int entryID, bool loop)
{
auto selectedSet = musicsSet.find(whichSet);
if (selectedSet == musicsSet.end())
{
tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
return;
}
auto selectedEntry = selectedSet->second.find(entryID);
if (selectedEntry == selectedSet->second.end())
{
tlog0 << "Error: playing non-existing entry " << entryID << " from set: " << whichSet << "\n";
return;
}
if (current && current->isTrack( selectedEntry->second))
return;
queueNext(new MusicEntry(this, "", selectedEntry->second, loop));
}
void CMusicHandler::queueNext(MusicEntry *queued)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(musicMutex);
next.reset(queued);
if (current.get() == nullptr || !current->stop(1000))
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{
current.reset(next.release());
current->play();
}
}
void CMusicHandler::stopMusic(int fade_ms)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(musicMutex);
if (current.get() != NULL)
current->stop(fade_ms);
next.reset();
}
void CMusicHandler::setVolume(ui32 percent)
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{
CAudioBase::setVolume(percent);
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if (initialized)
Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
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}
void CMusicHandler::musicFinishedCallback(void)
{
boost::mutex::scoped_lock guard(musicMutex);
if (current.get() != NULL)
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{
//return if current music still not finished
if (current->play())
return;
else
current.reset();
}
if (current.get() == NULL && next.get() != NULL)
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{
current.reset(next.release());
current->play();
}
}
MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped):
owner(owner),
music(nullptr),
loop(looped ? -1 : 1),
setName(setName)
{
if (!musicURI.empty())
load(musicURI);
}
MusicEntry::~MusicEntry()
{
tlog5<<"Del-ing music file "<<currentName<<"\n";
if (music)
Mix_FreeMusic(music);
}
void MusicEntry::load(std::string musicURI)
{
if (music)
{
tlog5<<"Del-ing music file "<<currentName<<"\n";
Mix_FreeMusic(music);
}
currentName = musicURI;
tlog5<<"Loading music file "<<musicURI<<"\n";
music = Mix_LoadMUS(CResourceHandler::get()->getResourceName(ResourceID(musicURI, EResType::MUSIC)).c_str());
if(!music)
{
tlog3 << "Warning: Cannot open " << currentName << ": " << Mix_GetError() << std::endl;
return;
}
#ifdef _WIN32
//The assertion will fail if old MSVC libraries pack .dll is used
assert(Mix_GetMusicType(music) != MUS_MP3);
#endif
}
bool MusicEntry::play()
{
if (!(loop--) && music) //already played once - return
return false;
if (!setName.empty())
{
auto set = owner->musicsSet[setName];
size_t entryID = rand() % set.size();
auto iterator = set.begin();
std::advance(iterator, entryID);
load(iterator->second);
}
tlog5<<"Playing music file "<<currentName<<"\n";
if(Mix_PlayMusic(music, 1) == -1)
{
tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
return false;
}
return true;
}
bool MusicEntry::stop(int fade_ms)
{
if (Mix_PlayingMusic())
{
tlog5<<"Stoping music file "<<currentName<<"\n";
loop = 0;
Mix_FadeOutMusic(fade_ms);
return true;
}
return false;
}
bool MusicEntry::isSet(std::string set)
{
return !setName.empty() && set == setName;
}
bool MusicEntry::isTrack(std::string track)
{
return setName.empty() && track == currentName;
}