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vcmi/client/CMusicHandler.h
Ivan Savenko e6afd8621c Minor improvements & fixes to music player
- music will be selected correctly after rapid leaving and reentering
town screen
- music sets are now store as single std::map instead of unnecessary
"map of maps"
- fixed computation of resume time for restarted/looped music tracks
- updated & clarified some comments
- converted C functions for SDL_Mixer callbacks into lambdas
- formatting fixes
2022-11-21 16:20:20 +02:00

165 lines
4.8 KiB
C++

/*
* 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"
#include "../lib/Terrain.h"
struct _Mix_Music;
struct SDL_RWops;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
class CAudioBase {
protected:
boost::mutex mutex;
bool initialized;
int volume; // from 0 (mute) to 100
public:
CAudioBase(): initialized(false), volume(0) {};
virtual void init() = 0;
virtual void release() = 0;
virtual void setVolume(ui32 percent);
ui32 getVolume() const { return volume; };
};
class CSoundHandler: public CAudioBase
{
private:
//soundBase::soundID getSoundID(const std::string &fileName);
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
std::map<std::string, CachedChunk> soundChunks;
Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
//have entry for every currently active channel
//std::function will be nullptr if callback was not set
std::map<int, std::function<void()> > callbacks;
int ambientDistToVolume(int distance) const;
void ambientStopSound(std::string soundId);
const JsonNode ambientConfig;
bool allTilesSource;
std::map<std::string, int> ambientChannels;
public:
CSoundHandler();
void init() override;
void loadHorseSounds();
void release() override;
void setVolume(ui32 percent) override;
void setChannelVolume(int channel, ui32 percent);
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSound(std::string sound, int repeats=0, bool cache=false);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
void setCallback(int channel, std::function<void()> function);
void soundFinishedCallback(int channel);
int ambientGetRange() const;
bool ambientCheckVisitable() const;
void ambientUpdateChannels(std::map<std::string, int> currentSounds);
void ambientStopAllChannels();
// Sets
std::vector<soundBase::soundID> pickupSounds;
std::vector<soundBase::soundID> battleIntroSounds;
std::map<TerrainId, soundBase::soundID> horseSounds;
};
// Helper //now it looks somewhat useless
#define battle_sound(creature,what_sound) creature->sounds.what_sound
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;
std::string currentName;
void load(std::string musicURI);
public:
MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart);
~MusicEntry();
bool isSet(std::string setName);
bool isTrack(std::string trackName);
bool isPlaying();
bool play();
bool stop(int fade_ms=0);
};
class CMusicHandler: public CAudioBase
{
private:
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
std::unique_ptr<MusicEntry> current;
std::unique_ptr<MusicEntry> next;
void queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped, bool fromStart);
void queueNext(std::unique_ptr<MusicEntry> queued);
void musicFinishedCallback();
/// map <set name> -> <list of URI's to tracks belonging to the said set>
std::map<std::string, std::vector<std::string>> musicsSet;
/// stored position, in seconds at which music player should resume playing this track
std::map<std::string, float> trackPositions;
public:
CMusicHandler();
/// add entry with URI musicURI in set. Track will have ID musicID
void addEntryToSet(const std::string & set, const std::string & 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 std::string & 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;
};