/* * 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 * */ #include "StdInc.h" #include "CSoundHandler.h" #include "../gui/CGuiHandler.h" #include "../CGameInfo.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/CRandomGenerator.h" #include #define VCMI_SOUND_NAME(x) #define VCMI_SOUND_FILE(y) #y, // sounds mapped to soundBase enum static const std::string soundsList[] = { "", // invalid "", // todo VCMI_SOUND_LIST }; #undef VCMI_SOUND_NAME #undef VCMI_SOUND_FILE void CSoundHandler::onVolumeChange(const JsonNode & volumeNode) { setVolume(volumeNode.Integer()); } CSoundHandler::CSoundHandler(): listener(settings.listen["general"]["sound"]), ambientConfig(JsonPath::builtin("config/ambientSounds.json")) { listener(std::bind(&CSoundHandler::onVolumeChange, this, _1)); if(ambientConfig["allocateChannels"].isNumber()) Mix_AllocateChannels(ambientConfig["allocateChannels"].Integer()); if(isInitialized()) { Mix_ChannelFinished([](int channel) { if (CCS) { CCS->soundh->soundFinishedCallback(channel); } }); } } CSoundHandler::~CSoundHandler() { if(isInitialized()) { Mix_HaltChannel(-1); for(auto & chunk : soundChunks) { if(chunk.second.first) Mix_FreeChunk(chunk.second.first); } } } // Allocate an SDL chunk and cache it. Mix_Chunk * CSoundHandler::GetSoundChunk(const AudioPath & sound, bool cache) { try { if(cache && soundChunks.find(sound) != soundChunks.end()) return soundChunks[sound].first; auto data = CResourceHandler::get()->load(sound.addPrefix("SOUNDS/"))->readAll(); SDL_RWops * ops = SDL_RWFromMem(data.first.get(), data.second); Mix_Chunk * chunk = Mix_LoadWAV_RW(ops, 1); // will free ops if(cache) soundChunks.insert({sound, std::make_pair(chunk, std::move(data.first))}); return chunk; } catch(std::exception & e) { logGlobal->warn("Cannot get sound %s chunk: %s", sound.getOriginalName(), e.what()); return nullptr; } } Mix_Chunk * CSoundHandler::GetSoundChunk(std::pair, si64> & data, bool cache) { try { std::vector startBytes = std::vector(data.first.get(), data.first.get() + std::min(static_cast(100), data.second)); if(cache && soundChunksRaw.find(startBytes) != soundChunksRaw.end()) return soundChunksRaw[startBytes].first; SDL_RWops * ops = SDL_RWFromMem(data.first.get(), data.second); Mix_Chunk * chunk = Mix_LoadWAV_RW(ops, 1); // will free ops if(cache) soundChunksRaw.insert({startBytes, std::make_pair(chunk, std::move(data.first))}); return chunk; } catch(std::exception & e) { logGlobal->warn("Cannot get sound chunk: %s", e.what()); return nullptr; } } int CSoundHandler::ambientDistToVolume(int distance) const { const auto & distancesVector = ambientConfig["distances"].Vector(); if(distance >= distancesVector.size()) return 0; int volumeByDistance = static_cast(distancesVector[distance].Integer()); return volumeByDistance * ambientConfig["volume"].Integer() / 100; } void CSoundHandler::ambientStopSound(const AudioPath & soundId) { stopSound(ambientChannels[soundId]); setChannelVolume(ambientChannels[soundId], volume); } uint32_t CSoundHandler::getSoundDurationMilliseconds(const AudioPath & sound) { if(!isInitialized() || sound.empty()) return 0; auto resourcePath = sound.addPrefix("SOUNDS/"); if(!CResourceHandler::get()->existsResource(resourcePath)) return 0; auto data = CResourceHandler::get()->load(resourcePath)->readAll(); uint32_t milliseconds = 0; Mix_Chunk * chunk = Mix_LoadWAV_RW(SDL_RWFromMem(data.first.get(), data.second), 1); int freq = 0; Uint16 fmt = 0; int channels = 0; if(!Mix_QuerySpec(&freq, &fmt, &channels)) return 0; if(chunk != nullptr) { Uint32 sampleSizeBytes = (fmt & 0xFF) / 8; Uint32 samples = (chunk->alen / sampleSizeBytes); Uint32 frames = (samples / channels); milliseconds = ((frames * 1000) / freq); Mix_FreeChunk(chunk); } return milliseconds; } // 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); auto sound = AudioPath::builtin(soundsList[soundID]); logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound.getOriginalName()); return playSound(sound, repeats, true); } int CSoundHandler::playSound(const AudioPath & sound, int repeats, bool cache) { if(!isInitialized() || sound.empty()) return -1; int channel; Mix_Chunk * chunk = GetSoundChunk(sound, cache); if(chunk) { channel = Mix_PlayChannel(-1, chunk, repeats); if(channel == -1) { logGlobal->error("Unable to play sound file %s , error %s", sound.getOriginalName(), Mix_GetError()); if(!cache) Mix_FreeChunk(chunk); } else if(cache) initCallback(channel); else initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);}); } else channel = -1; return channel; } int CSoundHandler::playSound(std::pair, si64> & data, int repeats, bool cache) { int channel = -1; if(Mix_Chunk * chunk = GetSoundChunk(data, cache)) { channel = Mix_PlayChannel(-1, chunk, repeats); if(channel == -1) { logGlobal->error("Unable to play sound, error %s", Mix_GetError()); if(!cache) Mix_FreeChunk(chunk); } else if(cache) initCallback(channel); else initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);}); } return channel; } // Helper. Randomly select a sound from an array and play it int CSoundHandler::playSoundFromSet(std::vector & sound_vec) { return playSound(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault())); } void CSoundHandler::stopSound(int handler) { if(isInitialized() && handler != -1) Mix_HaltChannel(handler); } void CSoundHandler::pauseSound(int handler) { if(isInitialized() && handler != -1) Mix_Pause(handler); } void CSoundHandler::resumeSound(int handler) { if(isInitialized() && handler != -1) Mix_Resume(handler); } ui32 CSoundHandler::getVolume() const { return volume; } // Sets the sound volume, from 0 (mute) to 100 void CSoundHandler::setVolume(ui32 percent) { volume = std::min(100u, percent); if(isInitialized()) { setChannelVolume(-1, volume); for(const auto & channel : channelVolumes) updateChannelVolume(channel.first); } } void CSoundHandler::updateChannelVolume(int channel) { if(channelVolumes.count(channel)) setChannelVolume(channel, getVolume() * channelVolumes[channel] / 100); else setChannelVolume(channel, getVolume()); } // Sets the sound volume, from 0 (mute) to 100 void CSoundHandler::setChannelVolume(int channel, ui32 percent) { Mix_Volume(channel, (MIX_MAX_VOLUME * percent) / 100); } void CSoundHandler::setCallback(int channel, std::function function) { boost::mutex::scoped_lock lockGuard(mutexCallbacks); auto iter = callbacks.find(channel); //channel not found. It may have finished so fire callback now if(iter == callbacks.end()) function(); else iter->second.push_back(function); } void CSoundHandler::resetCallback(int channel) { boost::mutex::scoped_lock lockGuard(mutexCallbacks); callbacks.erase(channel); } void CSoundHandler::soundFinishedCallback(int channel) { boost::mutex::scoped_lock lockGuard(mutexCallbacks); if(callbacks.count(channel) == 0) return; // store callbacks from container locally - SDL might reuse this channel for another sound // but do actually execution in separate thread, to avoid potential deadlocks in case if callback requires locks of its own auto callback = callbacks.at(channel); callbacks.erase(channel); if(!callback.empty()) { GH.dispatchMainThread( [callback]() { for(const auto & entry : callback) entry(); } ); } } void CSoundHandler::initCallback(int channel) { boost::mutex::scoped_lock lockGuard(mutexCallbacks); assert(callbacks.count(channel) == 0); callbacks[channel] = {}; } void CSoundHandler::initCallback(int channel, const std::function & function) { boost::mutex::scoped_lock lockGuard(mutexCallbacks); assert(callbacks.count(channel) == 0); callbacks[channel].push_back(function); } int CSoundHandler::ambientGetRange() const { return ambientConfig["range"].Integer(); } void CSoundHandler::ambientUpdateChannels(std::map soundsArg) { boost::mutex::scoped_lock guard(mutex); std::vector stoppedSounds; for(const auto & pair : ambientChannels) { const auto & soundId = pair.first; const int channel = pair.second; if(!vstd::contains(soundsArg, soundId)) { ambientStopSound(soundId); stoppedSounds.push_back(soundId); } else { int channelVolume = ambientDistToVolume(soundsArg[soundId]); channelVolumes[channel] = channelVolume; updateChannelVolume(channel); } } for(const auto & soundId : stoppedSounds) { channelVolumes.erase(ambientChannels[soundId]); ambientChannels.erase(soundId); } for(const auto & pair : soundsArg) { const auto & soundId = pair.first; const int distance = pair.second; if(!vstd::contains(ambientChannels, soundId)) { int channel = playSound(soundId, -1); int channelVolume = ambientDistToVolume(distance); channelVolumes[channel] = channelVolume; updateChannelVolume(channel); ambientChannels[soundId] = channel; } } } void CSoundHandler::ambientStopAllChannels() { boost::mutex::scoped_lock guard(mutex); for(const auto & ch : ambientChannels) { ambientStopSound(ch.first); } channelVolumes.clear(); ambientChannels.clear(); }