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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Split audioh into soundh and musich. Derive both from a new CAudioBase class. Fixed crash when there is no sound card present.

This commit is contained in:
Frank Zago 2009-05-22 04:14:59 +00:00
parent 1d5565b3a3
commit 8e2a6466e2
9 changed files with 171 additions and 157 deletions

View File

@ -1097,12 +1097,12 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int d
if(startMoving) //animation of starting move; some units don't have this animation (ie. halberdier)
{
if (movedStack->creature->sounds.startMoving)
CGI->audioh->playSound(movedStack->creature->sounds.startMoving);
CGI->soundh->playSound(movedStack->creature->sounds.startMoving);
handleStartMoving(number);
}
if(moveStarted)
{
moveSh = CGI->audioh->playSound(movedStack->creature->sounds.move, -1);
moveSh = CGI->soundh->playSound(movedStack->creature->sounds.move, -1);
CGI->curh->hide();
creAnims[number]->setType(0);
moveStarted = false;
@ -1198,7 +1198,7 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int d
if(creAnims[number]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
{
if (movedStack->creature->sounds.endMoving) {
CGI->audioh->playSound(movedStack->creature->sounds.endMoving);
CGI->soundh->playSound(movedStack->creature->sounds.endMoving);
}
creAnims[number]->setType(21);
@ -1213,7 +1213,7 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int d
}
creAnims[number]->setType(2); //resetting to default
CGI->curh->show();
CGI->audioh->stopSound(moveSh);
CGI->soundh->stopSound(moveSh);
}
CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
@ -1287,13 +1287,13 @@ void CBattleInterface::stacksAreAttacked(std::vector<CBattleInterface::SStackAtt
if(attackedInfos[g].killed)
{
CGI->audioh->playSound(attacked.creature->sounds.killed);
CGI->soundh->playSound(attacked.creature->sounds.killed);
creAnims[attackedInfos[g].ID]->setType(5); //death
}
else
{
// TODO: this block doesn't seems correct if the unit is defending.
CGI->audioh->playSound(attacked.creature->sounds.wince);
CGI->soundh->playSound(attacked.creature->sounds.wince);
creAnims[attackedInfos[g].ID]->setType(3); //getting hit
}
}
@ -1786,7 +1786,7 @@ void CBattleInterface::battleFinished(const BattleResult& br)
CGI->curh->changeGraphic(0,0);
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
CGI->audioh->stopMusic();
CGI->musich->stopMusic();
resWindow = new CBattleReslutWindow(br, temp_rect, this);
LOCPLINT->pushInt(resWindow);
}
@ -1801,7 +1801,7 @@ void CBattleInterface::spellCast(SpellCast * sc)
std::vector< std::string > anims; //for magic arrow and ice bolt
if (spell.soundID != soundBase::invalid)
CGI->audioh->playSound(spell.soundID);
CGI->soundh->playSound(spell.soundID);
switch(sc->id)
{
@ -2052,14 +2052,14 @@ void CBattleInterface::attackingShowHelper()
// that is fixed. Once done, we can get rid of
// attackingInfo->sh
if (attackingInfo->sh == -1)
attackingInfo->sh = CGI->audioh->playSound(aStack.creature->sounds.shoot);
attackingInfo->sh = CGI->soundh->playSound(aStack.creature->sounds.shoot);
creAnims[attackingInfo->ID]->setType(attackingInfo->shootingGroup);
}
else
{
// TODO: see comment above
if (attackingInfo->sh == -1)
attackingInfo->sh = CGI->audioh->playSound(aStack.creature->sounds.attack);
attackingInfo->sh = CGI->soundh->playSound(aStack.creature->sounds.attack);
if(aStack.creature->isDoubleWide())
{
switch(BattleInfo::mutualPosition(aStack.position+attackingInfo->posShiftDueToDist, attackingInfo->dest)) //attack direction
@ -2792,36 +2792,36 @@ CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, const SDL_Rect
case 0: //normal victory
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CGI->audioh->playMusic(musicBase::winBattle);
CGI->musich->playMusic(musicBase::winBattle);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
}
else
{
CGI->audioh->playMusic(musicBase::loseCombat);
CGI->musich->playMusic(musicBase::loseCombat);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
}
break;
case 1: //flee
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CGI->audioh->playMusic(musicBase::winBattle);
CGI->musich->playMusic(musicBase::winBattle);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
}
else
{
CGI->audioh->playMusic(musicBase::retreatBattle);
CGI->musich->playMusic(musicBase::retreatBattle);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
}
break;
case 2: //surrender
if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
{
CGI->audioh->playMusic(musicBase::winBattle);
CGI->musich->playMusic(musicBase::winBattle);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
}
else
{
CGI->audioh->playMusic(musicBase::surrenderBattle);
CGI->musich->playMusic(musicBase::surrenderBattle);
CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
}
break;

View File

@ -504,7 +504,7 @@ void CCastleInterface::close()
LOCPLINT->adventureInt->select(town->visitingHero);
LOCPLINT->castleInt = NULL;
LOCPLINT->popIntTotally(this);
CGI->audioh->stopMusic(5000);
CGI->musich->stopMusic(5000);
}
void CCastleInterface::splitF()

View File

@ -25,7 +25,8 @@ class CAmbarCendamo;
class CPreGameTextHandler;
class CBuildingHandler;
class CObjectHandler;
class CAudioHandler;
class CSoundHandler;
class CMusicHandler;
class CSemiLodHandler;
class CDefObjInfoHandler;
class CTownHandler;
@ -55,7 +56,8 @@ public:
CMapHandler * mh;
CBuildingHandler * buildh;
CObjectHandler * objh;
CAudioHandler * audioh;
CSoundHandler * soundh;
CMusicHandler * musich;
CSemiLodHandler * sspriteh;
CDefObjInfoHandler * dobjinfo;
CTownHandler * townh;

View File

@ -119,18 +119,21 @@ int main(int argc, char** argv)
THC tlog0<<"\tInitializing fonts: "<<pomtime.getDif()<<std::endl;
//initializing audio
CAudioHandler * audioh = new CAudioHandler;
// Note: because of interface button range, volume can only be a
// multiple of 11, from 0 to 99.
audioh->initAudio(88);
cgi->audioh = audioh;
cgi->soundh = new CSoundHandler;
cgi->soundh->init();
cgi->soundh->setVolume(88);
cgi->musich = new CMusicHandler;
cgi->musich->init();
cgi->musich->setVolume(88);
tlog0<<"\tInitializing sound: "<<pomtime.getDif()<<std::endl;
tlog0<<"Initializing screen, fonts and sound handling: "<<tmh.getDif()<<std::endl;
initDLL(::console,logfile);
CGI->setFromLib();
cgi->audioh->initCreaturesSounds(CGI->creh->creatures);
cgi->audioh->initSpellsSounds(CGI->spellh->spells);
cgi->soundh->initCreaturesSounds(CGI->creh->creatures);
cgi->soundh->initSpellsSounds(CGI->spellh->spells);
tlog0<<"Initializing VCMI_Lib: "<<tmh.getDif()<<std::endl;
pomtime.getDif();
cgi->curh = new CCursorHandler;
@ -148,7 +151,7 @@ int main(int argc, char** argv)
tlog0<<"Initialization CPreGame (together): "<<tmh.getDif()<<std::endl;
tlog0<<"Initialization of VCMI (together): "<<total.getDif()<<std::endl;
audioh->playMusic(musicBase::mainMenu, -1);
cgi->musich->playMusic(musicBase::mainMenu, -1);
StartInfo *options = new StartInfo(cpg->runLoop());
if(screen->w != conf.cc.resx || screen->h != conf.cc.resy)
@ -187,7 +190,7 @@ int main(int argc, char** argv)
THC tlog0<<"\tConnecting to the server: "<<tmh.getDif()<<std::endl;
cl.newGame(c,options);
client = &cl;
audioh->stopMusic();
cgi->musich->stopMusic();
boost::thread t(boost::bind(&CClient::run,&cl));
}
else //load game
@ -196,7 +199,7 @@ int main(int argc, char** argv)
boost::algorithm::erase_last(fname,".vlgm1");
cl.load(fname);
client = &cl;
audioh->stopMusic();
cgi->musich->stopMusic();
boost::thread t(boost::bind(&CClient::run,&cl));
}

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@ -150,9 +150,9 @@ void CPlayerInterface::yourTurn()
* NEWDAY. And we don't play NEWMONTH. */
int day = cb->getDate(1);
if (day != 1)
CGI->audioh->playSound(soundBase::newDay);
CGI->soundh->playSound(soundBase::newDay);
else
CGI->audioh->playSound(soundBase::newWeek);
CGI->soundh->playSound(soundBase::newWeek);
adventureInt->infoBar.newDay(day);
@ -820,7 +820,7 @@ void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
castleInt = new CCastleInterface(town);
CGI->audioh->playMusic(castleInt->musicID, -1);
CGI->musich->playMusic(castleInt->musicID, -1);
LOCPLINT->pushInt(castleInt);
}
@ -1064,7 +1064,7 @@ void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std:
showingDialog->cond.wait(un);
}
CGI->audioh->playSound(soundBase::heroNewLevel);
CGI->soundh->playSound(soundBase::heroNewLevel);
boost::unique_lock<boost::recursive_mutex> un(*pim);
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
@ -1165,7 +1165,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID,
switch(what)
{
case 1:
CGI->audioh->playSound(soundBase::newBuilding);
CGI->soundh->playSound(soundBase::newBuilding);
castleInt->addBuilding(buildingID);
break;
case 2:
@ -1181,7 +1181,7 @@ void CPlayerInterface::battleStart(CCreatureSet *army1, CCreatureSet *army2, int
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt = new CBattleInterface(army1, army2, hero1, hero2, genRect(600, 800, (conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2));
CGI->audioh->playMusicFromSet(CGI->audioh->battleMusics, -1);
CGI->musich->playMusicFromSet(CGI->musich->battleMusics, -1);
pushInt(battleInt);
}
@ -1389,7 +1389,7 @@ void CPlayerInterface::showComp(SComponent comp)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
CGI->audioh->playSoundFromSet(CGI->audioh->pickupSounds);
CGI->soundh->playSoundFromSet(CGI->soundh->pickupSounds);
adventureInt->infoBar.showComp(&comp,4000);
}
@ -1421,7 +1421,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
if(makingTurn && listInt.size())
{
CGI->audioh->playSound(static_cast<soundBase::soundID>(soundID));
CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
showingDialog->set(true);
pushInt(temp);
}
@ -1452,7 +1452,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
CGI->audioh->playSound(static_cast<soundBase::soundID>(soundID));
CGI->soundh->playSound(static_cast<soundBase::soundID>(soundID));
if(!selection && cancel) //simple yes/no dialog
{
@ -1588,18 +1588,18 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CPath path )
#if 0
// TODO
if (hero is flying && sh == -1)
sh = CGI->audioh->playSound(soundBase::horseFlying, -1);
sh = CGI->soundh->playSound(soundBase::horseFlying, -1);
}
else if (hero is in a boat && sh = -1) {
sh = CGI->audioh->playSound(soundBase::sound_todo, -1);
sh = CGI->soundh->playSound(soundBase::sound_todo, -1);
} else
#endif
{
newTerrain = cb->getTileInfo(path.nodes[i].coord)->tertype;
if (newTerrain != currentTerrain) {
CGI->audioh->stopSound(sh);
sh = CGI->audioh->playSound(CGI->audioh->horseSounds[newTerrain], -1);
CGI->soundh->stopSound(sh);
sh = CGI->soundh->playSound(CGI->soundh->horseSounds[newTerrain], -1);
currentTerrain = newTerrain;
}
}
@ -1612,7 +1612,7 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CPath path )
stillMoveHero.cond.wait(un);
}
CGI->audioh->stopSound(sh);
CGI->soundh->stopSound(sh);
//stillMoveHero = false;
return result;

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@ -2000,7 +2000,7 @@ void CPreGame::scenHandleEv(SDL_Event& sEvent)
{
if (isItIn(&btns[i]->pos,sEvent.motion.x,sEvent.motion.y))
{
CGI->audioh->playSound(soundBase::button);
CGI->soundh->playSound(soundBase::button);
btns[i]->press(true);
ourScenSel->pressed=(Button*)btns[i];
}
@ -2009,7 +2009,7 @@ void CPreGame::scenHandleEv(SDL_Event& sEvent)
&& (sEvent.button.x>55) && (sEvent.button.x<372))
{
int py = ((sEvent.button.y-121)/25)+ourScenSel->mapsel.slid->whereAreWe;
CGI->audioh->playSound(soundBase::button);
CGI->soundh->playSound(soundBase::button);
ourScenSel->mapsel.select(ourScenSel->mapsel.whichWL(py));
}
@ -2266,7 +2266,7 @@ StartInfo CPreGame::runLoop()
current->highlighted=5;
}
if (current->highlighted)
CGI->audioh->playSound(soundBase::button);
CGI->soundh->playSound(soundBase::button);
}
else if ((sEvent.type==SDL_MOUSEBUTTONUP) && (sEvent.button.button == SDL_BUTTON_LEFT))
{

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@ -2674,16 +2674,16 @@ CSystemOptionsWindow::CSystemOptionsWindow(const SDL_Rect &pos, CPlayerInterface
{
musicVolume->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[326+i].first),CGI->generaltexth->zelp[326+i].second, "syslb.def", 188 + 19*i, 416, i*11);
}
musicVolume->select(CGI->audioh->getMusicVolume(), 1);
musicVolume->onChange = boost::bind(&CAudioHandler::setMusicVolume, CGI->audioh, _1);
musicVolume->select(CGI->musich->getVolume(), 1);
musicVolume->onChange = boost::bind(&CMusicHandler::setVolume, CGI->musich, _1);
effectsVolume = new CHighlightableButtonsGroup(0, true);
for(int i=0; i<10; ++i)
{
effectsVolume->addButton(boost::assign::map_list_of(0,CGI->generaltexth->zelp[336+i].first),CGI->generaltexth->zelp[336+i].second, "syslb.def", 188 + 19*i, 482, i*11);
}
effectsVolume->select(CGI->audioh->getSoundVolume(), 1);
effectsVolume->onChange = boost::bind(&CAudioHandler::setSoundVolume, CGI->audioh, _1);
effectsVolume->select(CGI->soundh->getVolume(), 1);
effectsVolume->onChange = boost::bind(&CSoundHandler::setVolume, CGI->soundh, _1);
}
CSystemOptionsWindow::~CSystemOptionsWindow()

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@ -29,10 +29,40 @@ static boost::bimap<soundBase::soundID, std::string> sounds;
// Not pretty, but there's only one music handler object in the game.
static void musicFinishedCallbackC(void) {
CGI->audioh->musicFinishedCallback();
CGI->musich->musicFinishedCallback();
}
void CSoundHandler::initSounds()
void CAudioBase::init()
{
if (initialized)
return;
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
{
tlog1 << "Mix_OpenAudio error: %s!!!" << Mix_GetError() << std::endl;
return;
}
initialized = true;
}
void CAudioBase::release()
{
if (initialized) {
Mix_CloseAudio();
initialized = false;
}
}
void CAudioBase::setVolume(unsigned int percent)
{
if (percent > 100)
percent = 100;
volume = percent;
}
CSoundHandler::CSoundHandler(): sndh(NULL)
{
// Map sound names
#define VCMI_SOUND_NAME(x) ( soundBase::x,
@ -50,21 +80,31 @@ void CSoundHandler::initSounds()
soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
soundBase::horseSubterranean, soundBase::horseLava,
soundBase::horseWater, soundBase::horseRock;
};
// Load sounds
sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
void CSoundHandler::init()
{
CAudioBase::init();
if (initialized)
// Load sounds
sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
}
void CSoundHandler::freeSounds()
void CSoundHandler::release()
{
Mix_HaltChannel(-1);
delete sndh;
if (initialized) {
Mix_HaltChannel(-1);
delete sndh;
std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
for (it=soundChunks.begin(); it != soundChunks.end(); it++) {
if (it->second)
Mix_FreeChunk(it->second);
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.
@ -201,13 +241,11 @@ void CSoundHandler::initSpellsSounds(std::vector<CSpell> &spells)
// Plays a sound, and return its channel so we can fade it out later
int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
{
int channel;
Mix_Chunk *chunk;
if (!sndh)
if (!initialized)
return -1;
chunk = GetSoundChunk(soundID);
int channel;
Mix_Chunk *chunk = GetSoundChunk(soundID);
if (chunk)
{
@ -230,27 +268,20 @@ int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
void CSoundHandler::stopSound( int handler )
{
if (handler != -1)
if (initialized && handler != -1)
Mix_HaltChannel(handler);
}
// Sets the sound volume, from 0 (mute) to 100
void CSoundHandler::setSoundVolume(unsigned int percent)
void CSoundHandler::setVolume(unsigned int percent)
{
if (percent > 100)
percent = 100;
CAudioBase::setVolume(percent);
volume = percent;
Mix_Volume(-1, (MIX_MAX_VOLUME * percent)/100);
if (initialized)
Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
}
// Returns the current sound volume, from 0 (mute) to 100
unsigned int CSoundHandler::getSoundVolume()
{
return volume;
}
void CMusicHandler::initMusics()
CMusicHandler::CMusicHandler(): currentMusic(NULL), nextMusic(NULL)
{
// Map music IDs
#define VCMI_MUSIC_ID(x) ( musicBase::x ,
@ -260,35 +291,48 @@ void CMusicHandler::initMusics()
#undef VCMI_MUSIC_NAME
#undef VCMI_MUSIC_FILE
Mix_HookMusicFinished(musicFinishedCallbackC);
// Vector for helper
battleMusics += musicBase::combat1, musicBase::combat2,
musicBase::combat3, musicBase::combat4;
}
void CMusicHandler::freeMusics()
void CMusicHandler::init()
{
Mix_HookMusicFinished(NULL);
CAudioBase::init();
musicMutex.lock();
if (initialized)
Mix_HookMusicFinished(musicFinishedCallbackC);
}
if (currentMusic)
{
Mix_HaltMusic();
Mix_FreeMusic(currentMusic);
void CMusicHandler::release()
{
if (initialized) {
Mix_HookMusicFinished(NULL);
musicMutex.lock();
if (currentMusic)
{
Mix_HaltMusic();
Mix_FreeMusic(currentMusic);
}
if (nextMusic)
Mix_FreeMusic(nextMusic);
musicMutex.unlock();
}
if (nextMusic)
Mix_FreeMusic(nextMusic);
musicMutex.unlock();
CAudioBase::release();
}
// Plays a music
// loop: -1 always repeats, 0=do not play, 1+=number of loops
void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
{
if (!initialized)
return;
std::string filename = DATA_DIR "Mp3" PATHSEPARATOR;
filename += musics[musicID];
@ -328,6 +372,9 @@ void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec,
// Stop and free the current music
void CMusicHandler::stopMusic(int fade_ms)
{
if (!initialized)
return;
musicMutex.lock();
if (currentMusic)
@ -339,19 +386,12 @@ void CMusicHandler::stopMusic(int fade_ms)
}
// Sets the music volume, from 0 (mute) to 100
void CMusicHandler::setMusicVolume(unsigned int percent)
void CMusicHandler::setVolume(unsigned int percent)
{
if (percent > 100)
percent = 100;
CAudioBase::setVolume(percent);
volume = percent;
Mix_VolumeMusic((MIX_MAX_VOLUME * percent)/100);
}
// Returns the current music volume, from 0 (mute) to 100
unsigned int CMusicHandler::getMusicVolume()
{
return volume;
if (initialized)
Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
}
// Called by SDL when a music finished.
@ -375,33 +415,3 @@ void CMusicHandler::musicFinishedCallback(void)
musicMutex.unlock();
}
void CAudioHandler::initAudio(unsigned int volume)
{
if (audioInitialized)
return;
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
{
tlog1 << "Mix_OpenAudio error: %s!!!" << Mix_GetError() << std::endl;
return;
}
audioInitialized = true;
initSounds();
setSoundVolume(volume);
initMusics();
setMusicVolume(volume);
}
CAudioHandler::~CAudioHandler()
{
if (!audioInitialized)
return;
freeSounds();
freeMusics();
Mix_CloseAudio();
}

View File

@ -23,7 +23,21 @@ struct _Mix_Music;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
class CSoundHandler
class CAudioBase {
protected:
bool initialized;
int volume; // from 0 (mute) to 100
public:
CAudioBase(): initialized(false), volume(0) {};
virtual void init() = 0;
virtual void release() = 0;
virtual void setVolume(unsigned int percent);
unsigned int getVolume() { return volume; };
};
class CSoundHandler: public CAudioBase
{
private:
CSndHandler *sndh;
@ -32,29 +46,28 @@ private:
std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
int volume; // from 0 (mute) to 100
public:
CSoundHandler(): sndh(NULL), volume(0) {};
CSoundHandler();
void init();
void release();
void initSounds();
void freeSounds();
void initCreaturesSounds(std::vector<CCreature> &creatures);
void initSpellsSounds(std::vector<CSpell> &spells);
void setVolume(unsigned int percent);
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
void setSoundVolume(unsigned int percent);
unsigned int getSoundVolume();
// Sets
std::vector<soundBase::soundID> pickupSounds;
std::vector<soundBase::soundID> horseSounds;
};
class CMusicHandler
class CMusicHandler: public CAudioBase
{
private:
// Because we use the SDL music callback, our music variables must
@ -63,13 +76,13 @@ private:
Mix_Music *currentMusic;
Mix_Music *nextMusic;
int nextMusicLoop;
int volume; // from 0 (mute) to 100
public:
CMusicHandler(): currentMusic(NULL), nextMusic(NULL), volume(0) {};
CMusicHandler();
void initMusics();
void freeMusics();
void init();
void release();
void setVolume(unsigned int percent);
// Musics
std::map<musicBase::musicID, std::string> musics;
@ -78,21 +91,7 @@ public:
void playMusic(musicBase::musicID musicID, int loop=1);
void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
void stopMusic(int fade_ms=1000);
void setMusicVolume(unsigned int percent);
unsigned int getMusicVolume();
void musicFinishedCallback(void);
};
class CAudioHandler: public CSoundHandler, public CMusicHandler
{
private:
bool audioInitialized;
public:
CAudioHandler(): audioInitialized(false) {};
~CAudioHandler();
void initAudio(unsigned int volume = 90);
};
#endif // __CMUSICHANDLER_H__