/* * 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 * */ #pragma once #include "../lib/CConfigHandler.h" #include "../lib/CSoundBase.h" struct _Mix_Music; struct SDL_RWops; using Mix_Music = struct _Mix_Music; struct Mix_Chunk; class CAudioBase { protected: boost::mutex mutex; bool initialized; int volume; // from 0 (mute) to 100 CAudioBase(): initialized(false), volume(0) {}; ~CAudioBase() = default; public: virtual void init() = 0; virtual void release() = 0; virtual void setVolume(ui32 percent); ui32 getVolume() const { return volume; }; }; class CSoundHandler final : public CAudioBase { private: //update volume on configuration change SettingsListener listener; void onVolumeChange(const JsonNode &volumeNode); using CachedChunk = std::pair>; std::map soundChunks; std::map, CachedChunk> soundChunksRaw; Mix_Chunk *GetSoundChunk(const AudioPath & sound, bool cache); Mix_Chunk *GetSoundChunk(std::pair, si64> & data, bool cache); /// have entry for every currently active channel /// vector will be empty if callback was not set std::map> > callbacks; /// Protects access to callbacks member to avoid data races: /// SDL calls sound finished callbacks from audio thread boost::mutex mutexCallbacks; int ambientDistToVolume(int distance) const; void ambientStopSound(const AudioPath & soundId); void updateChannelVolume(int channel); const JsonNode ambientConfig; std::map ambientChannels; std::map channelVolumes; void initCallback(int channel, const std::function & function); void initCallback(int channel); public: CSoundHandler(); void init() override; void release() override; void setVolume(ui32 percent) override; void setChannelVolume(int channel, ui32 percent); // Sounds uint32_t getSoundDurationMilliseconds(const AudioPath & sound); int playSound(soundBase::soundID soundID, int repeats=0); int playSound(const AudioPath & sound, int repeats=0, bool cache=false); int playSound(std::pair, si64> & data, int repeats=0, bool cache=false); int playSoundFromSet(std::vector &sound_vec); void stopSound(int handler); void setCallback(int channel, std::function function); void soundFinishedCallback(int channel); int ambientGetRange() const; void ambientUpdateChannels(std::map currentSounds); void ambientStopAllChannels(); // Sets std::vector battleIntroSounds; }; class CMusicHandler; //Class for handling one music file class MusicEntry { CMusicHandler *owner; Mix_Music *music; int loop; // -1 = indefinite bool fromStart; bool playing; uint32_t startTime; uint32_t startPosition; //if not null - set from which music will be randomly selected std::string setName; AudioPath currentName; void load(const AudioPath & musicURI); public: MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart); ~MusicEntry(); bool isSet(std::string setName); bool isTrack(const AudioPath & trackName); bool isPlaying(); bool play(); bool stop(int fade_ms=0); }; class CMusicHandler final: public CAudioBase { private: //update volume on configuration change SettingsListener listener; void onVolumeChange(const JsonNode &volumeNode); std::unique_ptr current; std::unique_ptr next; void queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart); void queueNext(std::unique_ptr queued); void musicFinishedCallback(); /// map -> std::map> musicsSet; /// stored position, in seconds at which music player should resume playing this track std::map trackPositions; public: CMusicHandler(); /// add entry with URI musicURI in set. Track will have ID musicID void addEntryToSet(const std::string & set, const AudioPath & musicURI); void init() override; void loadTerrainMusicThemes(); void release() override; void setVolume(ui32 percent) override; /// play track by URI, if loop = true music will be looped void playMusic(const AudioPath & musicURI, bool loop, bool fromStart); /// play random track from this set void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart); /// play random track from set (musicSet, entryID) void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart); /// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any void stopMusic(int fade_ms=1000); friend class MusicEntry; };