#pragma once #include "../lib/CConfigHandler.h" #include "CSoundBase.h" #include "../lib/CCreatureHandler.h" /* * CMusicHandler.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 * */ class CSpell; struct _Mix_Music; struct SDL_RWops; typedef struct _Mix_Music Mix_Music; struct Mix_Chunk; 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(ui32 percent); ui32 getVolume() { return volume; }; }; class CSoundHandler: public CAudioBase { private: //soundBase::soundID getSoundID(const std::string &fileName); //update volume on configuration change SettingsListener listener; void onVolumeChange(const JsonNode &volumeNode); std::map soundChunks; Mix_Chunk *GetSoundChunk(soundBase::soundID soundID); Mix_Chunk *GetSoundChunk(std::string &sound); //have entry for every currently active channel //std::function will be nullptr if callback was not set std::map > callbacks; public: CSoundHandler(); void init(); void release(); void initSpellsSounds(const std::vector< ConstTransitivePtr > &spells); void setVolume(ui32 percent); // Sounds int playSound(soundBase::soundID soundID, int repeats=0); int playSound(std::string sound, int repeats=0); int playSoundFromSet(std::vector &sound_vec); void stopSound(int handler); void setCallback(int channel, std::function function); void soundFinishedCallback(int channel); std::map spellSounds; // Sets std::vector pickupSounds; std::vector horseSounds; std::vector battleIntroSounds; }; // Helper //now it looks somewhat useless #define battle_sound(creature,what_sound) creature->sounds.what_sound class CMusicHandler; //Class for handling one music file class MusicEntry { std::pair, size_t> data; CMusicHandler *owner; Mix_Music *music; SDL_RWops *musicFile; int loop; // -1 = indefinite //if not null - set from which music will be randomly selected std::string setName; std::string currentName; void load(std::string musicURI); public: bool isSet(std::string setName); bool isTrack(std::string trackName); MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped); ~MusicEntry(); bool play(); bool stop(int fade_ms=0); }; class CMusicHandler: public CAudioBase { private: // Because we use the SDL music callback, our music variables must // be protected boost::mutex musicMutex; //update volume on configuration change SettingsListener listener; void onVolumeChange(const JsonNode &volumeNode); unique_ptr current; unique_ptr next; void queueNext(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped); void queueNext(unique_ptr queued); std::map > musicsSet; public: CMusicHandler(); /// add entry with URI musicURI in set. Track will have ID musicID void addEntryToSet(std::string set, int musicID, std::string musicURI); void init(); void release(); void setVolume(ui32 percent); /// play track by URI, if loop = true music will be looped void playMusic(std::string musicURI, bool loop); /// play random track from this set void playMusicFromSet(std::string musicSet, bool loop); /// play specific track from set void playMusicFromSet(std::string musicSet, int entryID, bool loop); void stopMusic(int fade_ms=1000); void musicFinishedCallback(void); friend class MusicEntry; };