/* * CSoundHandler.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 "CAudioBase.h" #include "ISoundPlayer.h" #include "../lib/CConfigHandler.h" struct Mix_Chunk; class CSoundHandler final : public CAudioBase, public ISoundPlayer { 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; boost::mutex mutex; std::map ambientChannels; std::map channelVolumes; int volume = 0; void initCallback(int channel, const std::function & function); void initCallback(int channel); public: CSoundHandler(); ~CSoundHandler(); ui32 getVolume() const final; void setVolume(ui32 percent) final; void setChannelVolume(int channel, ui32 percent); // Sounds uint32_t getSoundDurationMilliseconds(const AudioPath & sound) final; int playSound(soundBase::soundID soundID, int repeats = 0) final; int playSound(const AudioPath & sound, int repeats = 0, bool cache = false) final; int playSound(std::pair, si64> & data, int repeats = 0, bool cache = false) final; int playSoundFromSet(std::vector & sound_vec) final; void stopSound(int handler) final; void pauseSound(int handler) final; void resumeSound(int handler) final; void setCallback(int channel, std::function function) final; void resetCallback(int channel) final; void soundFinishedCallback(int channel) final; int ambientGetRange() const final; void ambientUpdateChannels(std::map currentSounds) final; void ambientStopAllChannels() final; };