/* * 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 #include #include "CMusicHandler.h" #include "CGameInfo.h" #include "renderSDL/SDLRWwrapper.h" #include "eventsSDL/InputHandler.h" #include "gui/CGuiHandler.h" #include "../lib/JsonNode.h" #include "../lib/GameConstants.h" #include "../lib/filesystem/Filesystem.h" #include "../lib/constants/StringConstants.h" #include "../lib/CRandomGenerator.h" #include "../lib/VCMIDirs.h" #include "../lib/TerrainHandler.h" #define VCMI_SOUND_NAME(x) #define VCMI_SOUND_FILE(y) #y, // sounds mapped to soundBase enum static std::string sounds[] = { "", // invalid "", // todo VCMI_SOUND_LIST }; #undef VCMI_SOUND_NAME #undef VCMI_SOUND_FILE void CAudioBase::init() { if (initialized) return; if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1) { logGlobal->error("Mix_OpenAudio error: %s", Mix_GetError()); return; } initialized = true; } void CAudioBase::release() { if(!(CCS->soundh->initialized && CCS->musich->initialized)) Mix_CloseAudio(); initialized = false; } void CAudioBase::setVolume(ui32 percent) { if (percent > 100) percent = 100; volume = percent; } void CSoundHandler::onVolumeChange(const JsonNode &volumeNode) { setVolume((ui32)volumeNode.Float()); } CSoundHandler::CSoundHandler(): listener(settings.listen["general"]["sound"]), ambientConfig(JsonPath::builtin("config/ambientSounds.json")) { listener(std::bind(&CSoundHandler::onVolumeChange, this, _1)); battleIntroSounds = { soundBase::battle00, soundBase::battle01, soundBase::battle02, soundBase::battle03, soundBase::battle04, soundBase::battle05, soundBase::battle06, soundBase::battle07 }; } void CSoundHandler::init() { CAudioBase::init(); if(ambientConfig["allocateChannels"].isNumber()) Mix_AllocateChannels((int)ambientConfig["allocateChannels"].Integer()); if (initialized) { Mix_ChannelFinished([](int channel) { CCS->soundh->soundFinishedCallback(channel); }); } } void CSoundHandler::release() { if (initialized) { Mix_HaltChannel(-1); for (auto &chunk : soundChunks) { if (chunk.second.first) Mix_FreeChunk(chunk.second.first); } } CAudioBase::release(); } // 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(), (int)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((si64)100, data.second)); if (cache && soundChunksRaw.find(startBytes) != soundChunksRaw.end()) return soundChunksRaw[startBytes].first; SDL_RWops *ops = SDL_RWFromMem(data.first.get(), (int)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 volume = static_cast(distancesVector[distance].Integer()); return volume * (int)ambientConfig["volume"].Integer() / 100; } void CSoundHandler::ambientStopSound(const AudioPath & soundId) { stopSound(ambientChannels[soundId]); setChannelVolume(ambientChannels[soundId], volume); } // 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(sounds[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 (!initialized || 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 (initialized && handler != -1) Mix_HaltChannel(handler); } // Sets the sound volume, from 0 (mute) to 100 void CSoundHandler::setVolume(ui32 percent) { CAudioBase::setVolume(percent); if (initialized) { setChannelVolume(-1, volume); for (auto const & 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::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 actualy 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 (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 static_cast(ambientConfig["range"].Integer()); } void CSoundHandler::ambientUpdateChannels(std::map soundsArg) { boost::mutex::scoped_lock guard(mutex); std::vector stoppedSounds; for(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 volume = ambientDistToVolume(soundsArg[soundId]); channelVolumes[channel] = volume; updateChannelVolume(channel); } } for(auto soundId : stoppedSounds) { channelVolumes.erase(ambientChannels[soundId]); ambientChannels.erase(soundId); } for(auto & pair : soundsArg) { const auto & soundId = pair.first; const int distance = pair.second; if(!vstd::contains(ambientChannels, soundId)) { int channel = playSound(soundId, -1); int volume = ambientDistToVolume(distance); channelVolumes[channel] = volume; updateChannelVolume(channel); ambientChannels[soundId] = channel; } } } void CSoundHandler::ambientStopAllChannels() { boost::mutex::scoped_lock guard(mutex); for(auto ch : ambientChannels) { ambientStopSound(ch.first); } channelVolumes.clear(); ambientChannels.clear(); } void CMusicHandler::onVolumeChange(const JsonNode &volumeNode) { setVolume((ui32)volumeNode.Float()); } CMusicHandler::CMusicHandler(): listener(settings.listen["general"]["music"]) { listener(std::bind(&CMusicHandler::onVolumeChange, this, _1)); auto mp3files = CResourceHandler::get()->getFilteredFiles([](const ResourcePath & id) -> bool { if(id.getType() != EResType::SOUND) return false; if(!boost::algorithm::istarts_with(id.getName(), "MUSIC/")) return false; logGlobal->trace("Found music file %s", id.getName()); return true; }); for(const ResourcePath & file : mp3files) { if(boost::algorithm::istarts_with(file.getName(), "MUSIC/Combat")) addEntryToSet("battle", AudioPath::fromResource(file)); else if(boost::algorithm::istarts_with(file.getName(), "MUSIC/AITheme")) addEntryToSet("enemy-turn", AudioPath::fromResource(file)); } } void CMusicHandler::loadTerrainMusicThemes() { for (const auto & terrain : CGI->terrainTypeHandler->objects) { addEntryToSet("terrain_" + terrain->getJsonKey(), terrain->musicFilename); } } void CMusicHandler::addEntryToSet(const std::string & set, const AudioPath & musicURI) { musicsSet[set].push_back(musicURI); } void CMusicHandler::init() { CAudioBase::init(); if (initialized) { Mix_HookMusicFinished([]() { CCS->musich->musicFinishedCallback(); }); } } void CMusicHandler::release() { if (initialized) { boost::mutex::scoped_lock guard(mutex); Mix_HookMusicFinished(nullptr); current->stop(); current.reset(); next.reset(); } CAudioBase::release(); } void CMusicHandler::playMusic(const AudioPath & musicURI, bool loop, bool fromStart) { boost::mutex::scoped_lock guard(mutex); if (current && current->isPlaying() && current->isTrack(musicURI)) return; queueNext(this, "", musicURI, loop, fromStart); } void CMusicHandler::playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart) { playMusicFromSet(musicSet + "_" + entryID, loop, fromStart); } void CMusicHandler::playMusicFromSet(const std::string & whichSet, bool loop, bool fromStart) { boost::mutex::scoped_lock guard(mutex); auto selectedSet = musicsSet.find(whichSet); if (selectedSet == musicsSet.end()) { logGlobal->error("Error: playing music from non-existing set: %s", whichSet); return; } if (current && current->isPlaying() && current->isSet(whichSet)) return; // in this mode - play random track from set queueNext(this, whichSet, AudioPath(), loop, fromStart); } void CMusicHandler::queueNext(std::unique_ptr queued) { if (!initialized) return; next = std::move(queued); if (current.get() == nullptr || !current->stop(1000)) { current.reset(next.release()); current->play(); } } void CMusicHandler::queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart) { queueNext(std::make_unique(owner, setName, musicURI, looped, fromStart)); } void CMusicHandler::stopMusic(int fade_ms) { if (!initialized) return; boost::mutex::scoped_lock guard(mutex); if (current.get() != nullptr) current->stop(fade_ms); next.reset(); } void CMusicHandler::setVolume(ui32 percent) { CAudioBase::setVolume(percent); if (initialized) Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100); } void CMusicHandler::musicFinishedCallback() { // call music restart in separate thread to avoid deadlock in some cases // It is possible for: // 1) SDL thread to call this method on end of playback // 2) VCMI code to call queueNext() method to queue new file // this leads to: // 1) SDL thread waiting to acquire music lock in this method (while keeping internal SDL mutex locked) // 2) VCMI thread waiting to acquire internal SDL mutex (while keeping music mutex locked) GH.dispatchMainThread([this]() { boost::unique_lock lockGuard(mutex); if (current.get() != nullptr) { // if music is looped, play it again if (current->play()) return; else current.reset(); } if (current.get() == nullptr && next.get() != nullptr) { current.reset(next.release()); current->play(); } }); } MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart): owner(owner), music(nullptr), playing(false), startTime(uint32_t(-1)), startPosition(0), loop(looped ? -1 : 1), fromStart(fromStart), setName(std::move(setName)) { if (!musicURI.empty()) load(std::move(musicURI)); } MusicEntry::~MusicEntry() { if (playing && loop > 0) { assert(0); logGlobal->error("Attempt to delete music while playing!"); Mix_HaltMusic(); } if (loop == 0 && Mix_FadingMusic() != MIX_NO_FADING) { assert(0); logGlobal->error("Attempt to delete music while fading out!"); Mix_HaltMusic(); } logGlobal->trace("Del-ing music file %s", currentName.getOriginalName()); if (music) Mix_FreeMusic(music); } void MusicEntry::load(const AudioPath & musicURI) { if (music) { logGlobal->trace("Del-ing music file %s", currentName.getOriginalName()); Mix_FreeMusic(music); music = nullptr; } if (CResourceHandler::get()->existsResource(musicURI)) currentName = musicURI; else currentName = musicURI.addPrefix("MUSIC/"); music = nullptr; logGlobal->trace("Loading music file %s", currentName.getOriginalName()); try { auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(currentName)); music = Mix_LoadMUS_RW(musicFile, SDL_TRUE); } catch(std::exception &e) { logGlobal->error("Failed to load music. setName=%s\tmusicURI=%s", setName, currentName.getOriginalName()); logGlobal->error("Exception: %s", e.what()); } if(!music) { logGlobal->warn("Warning: Cannot open %s: %s", currentName.getOriginalName(), Mix_GetError()); return; } } bool MusicEntry::play() { if (!(loop--) && music) //already played once - return return false; if (!setName.empty()) { const auto & set = owner->musicsSet[setName]; const auto & iter = RandomGeneratorUtil::nextItem(set, CRandomGenerator::getDefault()); load(*iter); } logGlobal->trace("Playing music file %s", currentName.getOriginalName()); if (!fromStart && owner->trackPositions.count(currentName) > 0 && owner->trackPositions[currentName] > 0) { float timeToStart = owner->trackPositions[currentName]; startPosition = std::round(timeToStart * 1000); // erase stored position: // if music track will be interrupted again - new position will be written in stop() method // if music track is not interrupted and will finish by timeout/end of file - it will restart from begginning as it should owner->trackPositions.erase(owner->trackPositions.find(currentName)); if (Mix_FadeInMusicPos(music, 1, 1000, timeToStart) == -1) { logGlobal->error("Unable to play music (%s)", Mix_GetError()); return false; } } else { startPosition = 0; if(Mix_PlayMusic(music, 1) == -1) { logGlobal->error("Unable to play music (%s)", Mix_GetError()); return false; } } startTime = GH.input().getTicks(); playing = true; return true; } bool MusicEntry::stop(int fade_ms) { if (Mix_PlayingMusic()) { playing = false; loop = 0; uint32_t endTime = GH.input().getTicks(); assert(startTime != uint32_t(-1)); float playDuration = (endTime - startTime + startPosition) / 1000.f; owner->trackPositions[currentName] = playDuration; logGlobal->trace("Stopping music file %s at %f", currentName.getOriginalName(), playDuration); Mix_FadeOutMusic(fade_ms); return true; } return false; } bool MusicEntry::isPlaying() { return playing; } bool MusicEntry::isSet(std::string set) { return !setName.empty() && set == setName; } bool MusicEntry::isTrack(const AudioPath & track) { return setName.empty() && track == currentName; }