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vcmi/client/CMusicHandler.cpp

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#include "StdInc.h"
#include <SDL_mixer.h>
#include "CMusicHandler.h"
#include "CGameInfo.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/StringConstants.h"
#include "../lib/CRandomGenerator.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
*
*/
#define VCMI_SOUND_NAME(x)
#define VCMI_SOUND_FILE(y) #y,
// sounds mapped to soundBase enum
static std::string sounds[] = {
"", // invalid
"", // todo
VCMI_SOUND_LIST
};
#undef VCMI_SOUND_NAME
#undef VCMI_SOUND_FILE
// 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)
{
logGlobal->errorStream() << "Mix_OpenAudio error: " << Mix_GetError();
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(std::bind(&CSoundHandler::onVolumeChange, this, _1));
// Vectors for helper(s)
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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,
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soundBase::horseWater, soundBase::horseRock
};
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battleIntroSounds =
{
soundBase::battle00, soundBase::battle01,
soundBase::battle02, soundBase::battle03, soundBase::battle04,
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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
auto fname = sounds[soundID];
if (fname.empty())
return nullptr;
// Load and insert
try
{
auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + fname, EResType::SOUND))->readAll();
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)
{
logGlobal->warnStream() << "Cannot get sound " << soundID << " chunk: " << e.what();
return nullptr;
}
}
Mix_Chunk *CSoundHandler::GetSoundChunk(std::string &sound)
{
if (sound.empty())
return nullptr;
// Load and insert
try
{
auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND))->readAll();
SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
Mix_Chunk *chunk;
chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
return chunk;
}
catch(std::exception &e)
{
logGlobal->warnStream() << "Cannot get sound " << sound << " chunk: " << e.what();
return nullptr;
}
}
// Plays a sound, and return its channel so we can fade it out later
int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
{
assert(soundID < soundBase::sound_after_last);
if (!initialized)
return -1;
int channel;
Mix_Chunk *chunk = GetSoundChunk(soundID);
if (chunk)
{
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
logGlobal->errorStream() << "Unable to play sound file " << soundID << " , error " << Mix_GetError();
else
callbacks[channel];//insert empty callback
}
else
{
channel = -1;
}
return channel;
}
int CSoundHandler::playSound(std::string sound, int repeats)
{
if (!initialized)
return -1;
int channel;
Mix_Chunk *chunk = GetSoundChunk(sound);
if (chunk)
{
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
logGlobal->errorStream() << "Unable to play sound file " << sound << " , error " << Mix_GetError();
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(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault()));
}
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, std::function<void()> function)
{
std::map<int, std::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, std::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(std::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"};
auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
{
for (size_t i=0; i < amount; i++)
addEntryToSet(setName, i, "music/" + list[i]);
};
fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
JsonNode terrains(ResourceID("config/terrains.json"));
for (auto entry : terrains.Struct())
{
int terrIndex = vstd::find_pos(GameConstants::TERRAIN_NAMES, entry.first);
addEntryToSet("terrain", terrIndex, "Music/" + entry.second["music"].String());
}
}
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(nullptr);
current.reset();
next.reset();
}
CAudioBase::release();
}
void CMusicHandler::playMusic(std::string musicURI, bool loop)
{
if (current && current->isTrack( musicURI))
return;
queueNext(this, "", musicURI, loop);
}
void CMusicHandler::playMusicFromSet(std::string whichSet, bool loop)
{
auto selectedSet = musicsSet.find(whichSet);
if (selectedSet == musicsSet.end())
{
logGlobal->errorStream() << "Error: playing music from non-existing set: " << whichSet;
return;
}
if (current && current->isSet(whichSet))
return;
// in this mode - play random track from set
queueNext(this, whichSet, "", loop);
}
void CMusicHandler::playMusicFromSet(std::string whichSet, int entryID, bool loop)
{
auto selectedSet = musicsSet.find(whichSet);
if (selectedSet == musicsSet.end())
{
logGlobal->errorStream() << "Error: playing music from non-existing set: " << whichSet;
return;
}
auto selectedEntry = selectedSet->second.find(entryID);
if (selectedEntry == selectedSet->second.end())
{
logGlobal->errorStream() << "Error: playing non-existing entry " << entryID << " from set: " << whichSet;
return;
}
if (current && current->isTrack( selectedEntry->second))
return;
// in this mode - play specific track from set
queueNext(this, "", selectedEntry->second, loop);
}
void CMusicHandler::queueNext(unique_ptr<MusicEntry> queued)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(musicMutex);
next = std::move(queued);
if (current.get() == nullptr || !current->stop(1000))
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{
current.reset(next.release());
current->play();
}
}
void CMusicHandler::queueNext(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped)
{
try
{
queueNext(make_unique<MusicEntry>(owner, setName, musicURI, looped));
}
catch(std::exception &e)
{
logGlobal->errorStream() << "Failed to queue music. setName=" << setName << "\tmusicURI=" << musicURI;
logGlobal->errorStream() << "Exception: " << e.what();
}
}
void CMusicHandler::stopMusic(int fade_ms)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(musicMutex);
if (current.get() != nullptr)
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() != nullptr)
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{
//return if current music still not finished
if (current->play())
return;
else
current.reset();
}
if (current.get() == nullptr && next.get() != nullptr)
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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),
musicFile(nullptr),
loop(looped ? -1 : 1),
setName(setName)
{
if (!musicURI.empty())
load(musicURI);
}
MusicEntry::~MusicEntry()
{
logGlobal->traceStream()<<"Del-ing music file "<<currentName;
if (music)
Mix_FreeMusic(music);
}
void MusicEntry::load(std::string musicURI)
{
if (music)
{
logGlobal->traceStream()<<"Del-ing music file "<<currentName;
Mix_FreeMusic(music);
music = nullptr;
}
currentName = musicURI;
logGlobal->traceStream()<<"Loading music file "<<musicURI;
data = CResourceHandler::get()->load(ResourceID(musicURI, EResType::MUSIC))->readAll();
musicFile = SDL_RWFromConstMem(data.first.get(), data.second);
#ifdef VCMI_SDL1
music = Mix_LoadMUS_RW(musicFile);
if(!music)
{
SDL_FreeRW(musicFile);
musicFile = nullptr;
logGlobal->warnStream() << "Warning: Cannot open " << currentName << ": " << Mix_GetError();
return;
}
#else
music = Mix_LoadMUS_RW(musicFile, SDL_FALSE);
if(!music)
{
SDL_FreeRW(musicFile);
musicFile = nullptr;
logGlobal->warnStream() << "Warning: Cannot open " << currentName << ": " << Mix_GetError();
return;
}
#endif // 0
}
bool MusicEntry::play()
{
if (!(loop--) && music) //already played once - return
return false;
if (!setName.empty())
{
auto set = owner->musicsSet[setName];
load(RandomGeneratorUtil::nextItem(set, CRandomGenerator::getDefault())->second);
}
logGlobal->traceStream()<<"Playing music file "<<currentName;
if(Mix_PlayMusic(music, 1) == -1)
{
logGlobal->errorStream() << "Unable to play music (" << Mix_GetError() << ")";
return false;
}
return true;
}
bool MusicEntry::stop(int fade_ms)
{
if (Mix_PlayingMusic())
{
logGlobal->traceStream()<<"Stoping music file "<<currentName;
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;
}