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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00

Restored ambient sounds functionality

This commit is contained in:
Ivan Savenko 2023-03-01 17:20:05 +02:00
parent cdcd5a29dd
commit b57a07b10f
18 changed files with 361 additions and 133 deletions

View File

@ -1000,10 +1000,6 @@ static void handleEvent(SDL_Event & ev)
case EUserEvent::FULLSCREEN_TOGGLED:
fullScreenChanged();
break;
case EUserEvent::INTERFACE_CHANGED:
if(LOCPLINT)
LOCPLINT->updateAmbientSounds(false);
break;
default:
logGlobal->error("Unknown user event. Code %d", ev.user.code);
break;

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@ -10,6 +10,7 @@ set(client_SRCS
adventureMap/CList.cpp
adventureMap/CMinimap.cpp
adventureMap/CResDataBar.cpp
adventureMap/MapAudioPlayer.cpp
battle/BattleActionsController.cpp
battle/BattleAnimationClasses.cpp
@ -128,6 +129,7 @@ set(client_HEADERS
adventureMap/CList.h
adventureMap/CMinimap.h
adventureMap/CResDataBar.h
adventureMap/MapAudioPlayer.h
battle/BattleActionsController.h
battle/BattleAnimationClasses.h

View File

@ -75,7 +75,6 @@ CSoundHandler::CSoundHandler():
listener(settings.listen["general"]["sound"]),
ambientConfig(JsonNode(ResourceID("config/ambientSounds.json")))
{
allTilesSource = ambientConfig["allTilesSource"].Bool();
listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
// Vectors for helper(s)
@ -259,11 +258,6 @@ int CSoundHandler::ambientGetRange() const
return static_cast<int>(ambientConfig["range"].Integer());
}
bool CSoundHandler::ambientCheckVisitable() const
{
return !allTilesSource;
}
void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
{
boost::mutex::scoped_lock guard(mutex);
@ -278,7 +272,9 @@ void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
}
else
{
CCS->soundh->setChannelVolume(pair.second, ambientDistToVolume(soundsArg[pair.first]));
int volume = ambientDistToVolume(soundsArg[pair.first]);
CCS->soundh->setChannelVolume(pair.second, volume);
logGlobal->info("playing sound %s at %d", pair.first, volume);
}
}
for(auto soundId : stoppedSounds)
@ -289,8 +285,11 @@ void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
if(!vstd::contains(ambientChannels, pair.first))
{
int channel = CCS->soundh->playSound(pair.first, -1);
CCS->soundh->setChannelVolume(channel, ambientDistToVolume(pair.second));
int volume = ambientDistToVolume(pair.second);
CCS->soundh->setChannelVolume(channel, volume);
CCS->soundh->ambientChannels.insert(std::make_pair(pair.first, channel));
logGlobal->info("playing sound %s at %d", pair.first, volume);
}
}
}

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@ -53,7 +53,6 @@ private:
void ambientStopSound(std::string soundId);
const JsonNode ambientConfig;
bool allTilesSource;
std::map<std::string, int> ambientChannels;
public:
@ -75,7 +74,6 @@ public:
void soundFinishedCallback(int channel);
int ambientGetRange() const;
bool ambientCheckVisitable() const;
void ambientUpdateChannels(std::map<std::string, int> currentSounds);
void ambientStopAllChannels();

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@ -215,7 +215,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
curAction = nullptr;
playerID=Player;
human=true;
currentSelection = nullptr;
battleInt = nullptr;
castleInt = nullptr;
makingTurn = false;
@ -233,9 +232,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
CPlayerInterface::~CPlayerInterface()
{
if(CCS && CCS->soundh)
CCS->soundh->ambientStopAllChannels();
logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
delete showingDialog;
delete cingconsole;
@ -341,10 +337,6 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
if(makingTurn && hero->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
{
updateAmbientSounds(false);
//We may need to change music - select new track, music handler will change it if needed
CCS->musich->playMusicFromSet("terrain", LOCPLINT->cb->getTile(hero->visitablePos())->terType->getJsonKey(), true, false);
if(details.result == TryMoveHero::TELEPORTATION)
{
if(paths.hasPath(hero))
@ -1542,17 +1534,6 @@ void CPlayerInterface::playerBlocked(int reason, bool start)
}
}
const CArmedInstance * CPlayerInterface::getSelection()
{
return currentSelection;
}
void CPlayerInterface::setSelection(const CArmedInstance * obj)
{
currentSelection = obj;
updateAmbientSounds(true);
}
void CPlayerInterface::update()
{
// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
@ -1877,7 +1858,6 @@ void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
void CPlayerInterface::requestReturningToMainMenu(bool won)
{
CCS->soundh->ambientStopAllChannels();
if(won && cb->getStartInfo()->campState)
CSH->startCampaignScenario(cb->getStartInfo()->campState);
else
@ -2226,41 +2206,3 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->openWorldView(objectPositions, showTerrain );
}
void CPlayerInterface::updateAmbientSounds(bool resetAll)
{
if(castleInt || battleInt || !makingTurn || !currentSelection)
{
CCS->soundh->ambientStopAllChannels();
return;
}
else if(!dynamic_cast<CAdvMapInt *>(GH.topInt().get()))
{
return;
}
if(resetAll)
CCS->soundh->ambientStopAllChannels();
std::map<std::string, int> currentSounds;
auto updateSounds = [&](std::string soundId, int distance) -> void
{
if(vstd::contains(currentSounds, soundId))
currentSounds[soundId] = std::max(currentSounds[soundId], distance);
else
currentSounds.insert(std::make_pair(soundId, distance));
};
int3 pos = currentSelection->getSightCenter();
std::unordered_set<int3, ShashInt3> tiles;
cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
for(int3 tile : tiles)
{
int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
// We want sound for every special terrain on tile and not just one on top
for(auto & soundName : CGI->mh->getAmbientSounds(tile))
updateSounds(soundName, dist);
}
CCS->soundh->ambientUpdateChannels(currentSounds);
}

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@ -92,8 +92,6 @@ public:
/// Central class for managing user interface logic
class CPlayerInterface : public CGameInterface, public IUpdateable
{
const CArmedInstance * currentSelection;
public:
HeroPathStorage paths;
@ -263,9 +261,6 @@ public:
void requestReturningToMainMenu(bool won);
void proposeLoadingGame();
// Ambient sounds
void updateAmbientSounds(bool resetAll);
///returns true if all events are processed internally
bool capturedAllEvents();

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@ -17,6 +17,7 @@
#include "CResDataBar.h"
#include "CList.h"
#include "CInfoBar.h"
#include "MapAudioPlayer.h"
#include "../mapView/mapHandler.h"
#include "../mapView/MapView.h"
@ -87,6 +88,7 @@ CAdvMapInt::CAdvMapInt():
townList(new CTownList(ADVOPT.tlistSize, Point(ADVOPT.tlistX, ADVOPT.tlistY), ADVOPT.tlistAU, ADVOPT.tlistAD)),
infoBar(new CInfoBar(Rect(ADVOPT.infoboxX, ADVOPT.infoboxY, 192, 192))),
resdatabar(new CResDataBar),
mapAudio(new MapAudioPlayer()),
terrain(new MapView(Point(ADVOPT.advmapX, ADVOPT.advmapY), Point(ADVOPT.advmapW, ADVOPT.advmapH))),
state(NA),
spellBeingCasted(nullptr),
@ -298,6 +300,16 @@ void CAdvMapInt::onMapViewMoved(const Rect & visibleArea, int mapLevel)
minimap->onMapViewMoved(visibleArea, mapLevel);
}
void CAdvMapInt::onAudioResumed()
{
mapAudio->onAudioResumed();
}
void CAdvMapInt::onAudioPaused()
{
mapAudio->onAudioPaused();
}
void CAdvMapInt::fshowQuestlog()
{
LOCPLINT->showQuestLog();
@ -854,15 +866,8 @@ boost::optional<Point> CAdvMapInt::keyToMoveDirection(const SDL_Keycode & key)
void CAdvMapInt::select(const CArmedInstance *sel, bool centerView)
{
assert(sel);
LOCPLINT->setSelection(sel);
selection = sel;
if (LOCPLINT->battleInt == nullptr && LOCPLINT->makingTurn)
{
auto pos = sel->visitablePos();
auto tile = LOCPLINT->cb->getTile(pos);
if(tile)
CCS->musich->playMusicFromSet("terrain", tile->terType->getJsonKey(), true, false);
}
mapAudio->onSelectionChanged(sel);
if(centerView)
centerOnObject(sel);
@ -974,6 +979,7 @@ void CAdvMapInt::initializeNewTurn()
{
heroList->update();
townList->update();
mapAudio->onPlayerTurnStarted();
const CGHeroInstance * heroToSelect = nullptr;
@ -1021,7 +1027,7 @@ void CAdvMapInt::endingTurn()
LOCPLINT->makingTurn = false;
LOCPLINT->cb->endTurn();
CCS->soundh->ambientStopAllChannels();
mapAudio->onPlayerTurnEnded();
}
const CGObjectInstance* CAdvMapInt::getActiveObject(const int3 &mapPos)
@ -1388,7 +1394,7 @@ void CAdvMapInt::aiTurnStarted()
return;
adjustActiveness(true);
CCS->musich->playMusicFromSet("enemy-turn", true, false);
mapAudio->onEnemyTurnStarted();
adventureInt->minimap->setAIRadar(true);
adventureInt->infoBar->startEnemyTurn(LOCPLINT->cb->getCurrentPlayer());
adventureInt->infoBar->showAll(screen);//force refresh on inactive object

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@ -39,6 +39,7 @@ class CHeroList;
class CTownList;
class CInfoBar;
class CMinimap;
class MapAudioPlayer;
struct MapDrawingInfo;
@ -107,6 +108,8 @@ private:
std::shared_ptr<CAnimation> worldViewIcons;// images for world view overlay
std::shared_ptr<MapAudioPlayer> mapAudio;
private:
//functions bound to buttons
void fshowOverview();
@ -163,6 +166,12 @@ public:
/// visibleArea describen now visible map section measured in tiles
void onMapViewMoved(const Rect & visibleArea, int mapLevel);
/// Called when map audio should be paused, e.g. on combat or town scren access
void onAudioPaused();
/// Called when map audio should be resume, opposite to onPaused
void onAudioResumed();
void select(const CArmedInstance *sel, bool centerView = true);
void centerOnTile(int3 on);
void centerOnObject(const CGObjectInstance *obj);

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@ -11,12 +11,13 @@
#include "StdInc.h"
#include "CInGameConsole.h"
#include "../render/Colors.h"
#include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../ClientCommandManager.h"
#include "../adventureMap/CAdvMapInt.h"
#include "../gui/CGuiHandler.h"
#include "../render/Colors.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
@ -234,7 +235,7 @@ void CInGameConsole::endEnteringText(bool processEnteredText)
clientCommandThread.detach();
}
else
LOCPLINT->cb->sendMessage(txt, LOCPLINT->getSelection());
LOCPLINT->cb->sendMessage(txt, adventureInt->curArmy());
}
enteredText.clear();

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@ -0,0 +1,247 @@
/*
* MapAudioPlayer.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
*
*/
#include "StdInc.h"
#include "MapAudioPlayer.h"
#include "../mapView/mapHandler.h"
#include "../CPlayerInterface.h"
#include "../CGameInfo.h"
#include "../CCallback.h"
#include "../CMusicHandler.h"
#include "../../lib/mapping/CMap.h"
#include "../../lib/mapObjects/CArmedInstance.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/TerrainHandler.h"
bool MapAudioPlayer::hasOngoingAnimations()
{
return false;
}
void MapAudioPlayer::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
if (obj == currentSelection)
update();
}
void MapAudioPlayer::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
if (obj == currentSelection)
update();
}
void MapAudioPlayer::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
if (obj == currentSelection)
update();
}
void MapAudioPlayer::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
{
if (obj == currentSelection)
update();
}
void MapAudioPlayer::onObjectFadeIn(const CGObjectInstance * obj)
{
addObject(obj);
}
void MapAudioPlayer::onObjectFadeOut(const CGObjectInstance * obj)
{
removeObject(obj);
}
void MapAudioPlayer::onObjectInstantAdd(const CGObjectInstance * obj)
{
addObject(obj);
}
void MapAudioPlayer::onObjectInstantRemove(const CGObjectInstance * obj)
{
removeObject(obj);
}
void MapAudioPlayer::addObject(const CGObjectInstance * obj)
{
if (obj->isTile2Terrain())
{
// terrain overlay - all covering tiles act as sound source
for(int fx = 0; fx < obj->getWidth(); ++fx)
{
for(int fy = 0; fy < obj->getHeight(); ++fy)
{
int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
if(LOCPLINT->cb->isInTheMap(currTile) && obj->coveringAt(currTile.x, currTile.y))
objects[currTile.z][currTile.x][currTile.y].push_back(obj->id);
}
}
return;
}
if (obj->isVisitable())
{
// visitable object - visitable tile acts as sound source
int3 currTile = obj->visitablePos();
if(LOCPLINT->cb->isInTheMap(currTile))
objects[currTile.z][currTile.x][currTile.y].push_back(obj->id);
return;
}
if (!obj->isVisitable())
{
// static object - blocking tiles act as sound source
auto tiles = obj->getBlockedOffsets();
for (const auto & tile : tiles)
{
int3 currTile = obj->pos + tile;
if(LOCPLINT->cb->isInTheMap(currTile))
objects[currTile.z][currTile.x][currTile.y].push_back(obj->id);
}
return;
}
}
void MapAudioPlayer::removeObject(const CGObjectInstance * obj)
{
for(int z = 0; z < LOCPLINT->cb->getMapSize().z; z++)
for(int x = 0; x < LOCPLINT->cb->getMapSize().x; x++)
for(int y = 0; y < LOCPLINT->cb->getMapSize().y; y++)
vstd::erase(objects[z][x][y], obj->id);
}
std::vector<std::string> MapAudioPlayer::getAmbientSounds(const int3 & tile)
{
std::vector<std::string> result;
for(auto & objectID : objects[tile.z][tile.x][tile.y])
{
const auto & object = CGI->mh->getMap()->objects[objectID.getNum()];
if(object->getAmbientSound())
result.push_back(object->getAmbientSound().get());
}
if(CGI->mh->getMap()->isCoastalTile(tile))
result.emplace_back("LOOPOCEA");
return result;
}
void MapAudioPlayer::updateAmbientSounds()
{
std::map<std::string, int> currentSounds;
auto updateSounds = [&](std::string soundId, int distance) -> void
{
if(vstd::contains(currentSounds, soundId))
currentSounds[soundId] = std::min(currentSounds[soundId], distance);
else
currentSounds.insert(std::make_pair(soundId, distance));
};
int3 pos = currentSelection->getSightCenter();
std::unordered_set<int3, ShashInt3> tiles;
LOCPLINT->cb->getVisibleTilesInRange(tiles, pos, CCS->soundh->ambientGetRange(), int3::DIST_CHEBYSHEV);
for(int3 tile : tiles)
{
int dist = pos.dist(tile, int3::DIST_CHEBYSHEV);
for(auto & soundName : getAmbientSounds(tile))
updateSounds(soundName, dist);
}
CCS->soundh->ambientUpdateChannels(currentSounds);
}
void MapAudioPlayer::updateMusic()
{
if (audioPlaying && playerMakingTurn && currentSelection)
{
const auto * terrain = LOCPLINT->cb->getTile(currentSelection->visitablePos())->terType;
CCS->musich->playMusicFromSet("terrain", terrain->getJsonKey(), true, false);
}
if (audioPlaying && enemyMakingTurn)
{
CCS->musich->playMusicFromSet("enemy-turn", true, false);
}
}
void MapAudioPlayer::update()
{
updateMusic();
if (audioPlaying && playerMakingTurn && currentSelection)
updateAmbientSounds();
}
MapAudioPlayer::MapAudioPlayer()
{
auto mapSize = LOCPLINT->cb->getMapSize();
objects.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]);
for(const auto & obj : CGI->mh->getMap()->objects)
addObject(obj);
}
MapAudioPlayer::~MapAudioPlayer()
{
CCS->soundh->ambientStopAllChannels();
CCS->musich->stopMusic(1000);
}
void MapAudioPlayer::onSelectionChanged(const CArmedInstance * newSelection)
{
currentSelection = newSelection;
update();
}
void MapAudioPlayer::onAudioPaused()
{
audioPlaying = false;
CCS->soundh->ambientStopAllChannels();
CCS->musich->stopMusic(1000);
}
void MapAudioPlayer::onAudioResumed()
{
audioPlaying = true;
update();
}
void MapAudioPlayer::onPlayerTurnStarted()
{
enemyMakingTurn = false;
playerMakingTurn = true;
update();
}
void MapAudioPlayer::onEnemyTurnStarted()
{
playerMakingTurn = false;
enemyMakingTurn = true;
update();
}
void MapAudioPlayer::onPlayerTurnEnded()
{
playerMakingTurn = false;
enemyMakingTurn = false;
CCS->soundh->ambientStopAllChannels();
CCS->musich->stopMusic(1000);
}

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@ -0,0 +1,71 @@
/*
* MapAudioPlayer.h, 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
*
*/
#pragma once
#include "../mapView/IMapRendererObserver.h"
VCMI_LIB_NAMESPACE_BEGIN
class ObjectInstanceID;
class CArmedInstance;
VCMI_LIB_NAMESPACE_END
class MapAudioPlayer : public IMapObjectObserver
{
using MapObjectsList = std::vector<ObjectInstanceID>;
boost::multi_array<MapObjectsList, 3> objects;
const CArmedInstance * currentSelection = nullptr;
bool playerMakingTurn = false;
bool enemyMakingTurn = false;
bool audioPlaying = true;
void addObject(const CGObjectInstance * obj);
void removeObject(const CGObjectInstance * obj);
std::vector<std::string> getAmbientSounds(const int3 & tile);
void updateAmbientSounds();
void updateMusic();
void update();
protected:
// IMapObjectObserver impl
bool hasOngoingAnimations() override;
void onObjectFadeIn(const CGObjectInstance * obj) override;
void onObjectFadeOut(const CGObjectInstance * obj) override;
void onObjectInstantAdd(const CGObjectInstance * obj) override;
void onObjectInstantRemove(const CGObjectInstance * obj) override;
void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
public:
MapAudioPlayer();
~MapAudioPlayer();
/// Called whenever current adventure map selection changes
void onSelectionChanged(const CArmedInstance * newSelection);
/// Called when local player starts his turn
void onPlayerTurnStarted();
/// Called when AI or non-local player start his turn
void onEnemyTurnStarted();
/// Called when local player ends his turn
void onPlayerTurnEnded();
/// Called when map audio should be paused, e.g. on combat or town scren access
void onAudioPaused();
/// Called when map audio should be resume, opposite to onPaused
void onAudioResumed();
};

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@ -95,7 +95,7 @@ BattleInterface::BattleInterface(const CCreatureSet *army1, const CCreatureSet *
effectsController.reset(new BattleEffectsController(*this));
obstacleController.reset(new BattleObstacleController(*this));
CCS->musich->stopMusic();
adventureInt->onAudioPaused();
setAnimationCondition(EAnimationEvents::OPENING, true);
GH.pushInt(windowObject);
@ -144,12 +144,8 @@ BattleInterface::~BattleInterface()
CPlayerInterface::battleInt = nullptr;
givenCommand.cond.notify_all(); //that two lines should make any stacksController->getActiveStack() waiting thread to finish
if (adventureInt && adventureInt->curArmy())
{
//FIXME: this should be moved to adventureInt which should restore correct track based on selection/active player
const auto * terrain = LOCPLINT->cb->getTile(adventureInt->curArmy()->visitablePos())->terType;
CCS->musich->playMusicFromSet("terrain", terrain->getJsonKey(), true, false);
}
if (adventureInt)
adventureInt->onAudioResumed();
// may happen if user decided to close game while in battle
if (getAnimationCondition(EAnimationEvents::ACTION) == true)

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@ -126,8 +126,6 @@ void CGuiHandler::popInt(std::shared_ptr<IShowActivatable> top)
if(!listInt.empty())
listInt.front()->activate();
totalRedraw();
pushUserEvent(EUserEvent::INTERFACE_CHANGED);
}
void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
@ -145,8 +143,6 @@ void CGuiHandler::pushInt(std::shared_ptr<IShowActivatable> newInt)
newInt->activate();
objsToBlit.push_back(newInt);
totalRedraw();
pushUserEvent(EUserEvent::INTERFACE_CHANGED);
}
void CGuiHandler::popInts(int howMany)
@ -168,8 +164,6 @@ void CGuiHandler::popInts(int howMany)
totalRedraw();
}
fakeMouseMove();
pushUserEvent(EUserEvent::INTERFACE_CHANGED);
}
std::shared_ptr<IShowActivatable> CGuiHandler::topInt()

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@ -42,7 +42,6 @@ enum class EUserEvent
FULLSCREEN_TOGGLED,
CAMPAIGN_START_SCENARIO,
FORCE_QUIT, //quit client without question
INTERFACE_CHANGED
};
// A fps manager which holds game updates at a constant rate

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@ -136,21 +136,6 @@ bool CMapHandler::isInMap( const int3 & tile)
return map->isInTheMap(tile);
}
std::vector<std::string> CMapHandler::getAmbientSounds(const int3 & tile)
{
std::vector<std::string> result;
//for(auto & ttObj : ttiles[tile.z][tile.x][tile.y].objects)
//{
// if(ttObj.ambientSound)
// result.push_back(ttObj.ambientSound.get());
//}
if(map->isCoastalTile(tile))
result.emplace_back("LOOPOCEA");
return result;
}
void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj)
{
for (auto * observer : observers)

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@ -28,17 +28,10 @@ VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance;
class CGHeroInstance;
class CGBoat;
class CMap;
struct TerrainTile;
class PlayerColor;
VCMI_LIB_NAMESPACE_END
struct SDL_Surface;
class CAnimation;
class IImage;
class CMapHandler;
class IMapObjectObserver;
class CMapHandler
@ -74,9 +67,6 @@ public:
/// returns string description for terrain interaction
std::string getTerrainDescr(const int3 & pos, bool rightClick) const;
/// returns list of ambient sounds for specified tile
std::vector<std::string> getAmbientSounds(const int3 & tile);
/// determines if the map is ready to handle new hero movement (not available during fading animations)
bool hasOngoingAnimations();

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@ -1188,11 +1188,13 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
townlist->onSelect = std::bind(&CCastleInterface::townChange, this);
recreateIcons();
adventureInt->onAudioPaused();
CCS->musich->playMusic(town->town->clientInfo.musicTheme, true, false);
}
CCastleInterface::~CCastleInterface()
{
adventureInt->onAudioResumed();
if(LOCPLINT->castleInt == this)
LOCPLINT->castleInt = nullptr;
}

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@ -1,8 +1,4 @@
{
// By default visitable objects only have ambient sound source on visitable tile
// Static objects and special terrains that have ambient sound have source on all tiles
// If set to true then all tiles will become source for visitable objects
"allTilesSource": false,
// By default SDL2_Mixer allocate 8 channels, but more sounds require more channels
"allocateChannels" : 16,
// Maximal ambient sounds volume must be about 20% of global effects volume