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79 lines
2.5 KiB
C++
79 lines
2.5 KiB
C++
/*
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* CSoundHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "CAudioBase.h"
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#include "ISoundPlayer.h"
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#include "../lib/CConfigHandler.h"
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struct Mix_Chunk;
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class CSoundHandler final : public CAudioBase, public ISoundPlayer
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{
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private:
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//update volume on configuration change
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SettingsListener listener;
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void onVolumeChange(const JsonNode & volumeNode);
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using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
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std::map<AudioPath, CachedChunk> soundChunks;
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std::map<std::vector<ui8>, CachedChunk> soundChunksRaw;
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Mix_Chunk * GetSoundChunk(const AudioPath & sound, bool cache);
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Mix_Chunk * GetSoundChunk(std::pair<std::unique_ptr<ui8[]>, si64> & data, bool cache);
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/// have entry for every currently active channel
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/// vector will be empty if callback was not set
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std::map<int, std::vector<std::function<void()>>> callbacks;
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/// Protects access to callbacks member to avoid data races:
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/// SDL calls sound finished callbacks from audio thread
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boost::mutex mutexCallbacks;
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int ambientDistToVolume(int distance) const;
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void ambientStopSound(const AudioPath & soundId);
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void updateChannelVolume(int channel);
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const JsonNode ambientConfig;
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boost::mutex mutex;
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std::map<AudioPath, int> ambientChannels;
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std::map<int, int> channelVolumes;
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int volume = 0;
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void initCallback(int channel, const std::function<void()> & function);
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void initCallback(int channel);
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public:
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CSoundHandler();
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~CSoundHandler();
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ui32 getVolume() const final;
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void setVolume(ui32 percent) final;
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void setChannelVolume(int channel, ui32 percent);
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// Sounds
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uint32_t getSoundDurationMilliseconds(const AudioPath & sound) final;
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int playSound(soundBase::soundID soundID, int repeats = 0) final;
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int playSound(const AudioPath & sound, int repeats = 0, bool cache = false) final;
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int playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data, int repeats = 0, bool cache = false) final;
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int playSoundFromSet(std::vector<soundBase::soundID> & sound_vec) final;
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void stopSound(int handler) final;
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void setCallback(int channel, std::function<void()> function) final;
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void resetCallback(int channel) final;
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void soundFinishedCallback(int channel) final;
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int ambientGetRange() const final;
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void ambientUpdateChannels(std::map<AudioPath, int> currentSounds) final;
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void ambientStopAllChannels() final;
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};
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