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vcmi/client/CMusicHandler.cpp
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

630 lines
15 KiB
C++

/*
* 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 <SDL_mixer.h>
#include <SDL.h>
#include "CMusicHandler.h"
#include "CGameInfo.h"
#include "SDLRWwrapper.h"
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/StringConstants.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/VCMIDirs.h"
#include "../lib/Terrain.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(JsonNode(ResourceID("config/ambientSounds.json")))
{
allTilesSource = ambientConfig["allTilesSource"].Bool();
listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
// Vectors for helper(s)
pickupSounds =
{
soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07
};
battleIntroSounds =
{
soundBase::battle00, soundBase::battle01,
soundBase::battle02, soundBase::battle03, soundBase::battle04,
soundBase::battle05, soundBase::battle06, soundBase::battle07
};
//predefine terrain set
//TODO: support custom sounds for new terrains and load from json
horseSounds =
{
{Terrain::DIRT, soundBase::horseDirt},
{Terrain::SAND, soundBase::horseSand},
{Terrain::GRASS, soundBase::horseGrass},
{Terrain::SNOW, soundBase::horseSnow},
{Terrain::SWAMP, soundBase::horseSwamp},
{Terrain::ROUGH, soundBase::horseRough},
{Terrain::SUBTERRANEAN, soundBase::horseSubterranean},
{Terrain::LAVA, soundBase::horseLava},
{Terrain::WATER, soundBase::horseWater},
{Terrain::ROCK, soundBase::horseRock}
};
}
void CSoundHandler::loadHorseSounds()
{
const auto & terrains = CGI->terrainTypeHandler->terrains();
for(const auto & terrain : terrains)
{
//since all sounds are hardcoded, let's keep it
if(vstd::contains(horseSounds, terrain.id))
continue;
//Use already existing horse sound
horseSounds[terrain.id] = horseSounds.at(terrains[terrain.id].horseSoundId);
}
}
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(std::string &sound, bool cache)
{
try
{
if (cache && soundChunks.find(sound) != soundChunks.end())
return soundChunks[sound].first;
auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND))->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(std::pair<std::string, CachedChunk>(sound, std::make_pair (chunk, std::move (data.first))));
return chunk;
}
catch(std::exception &e)
{
logGlobal->warn("Cannot get sound %s chunk: %s", sound, e.what());
return nullptr;
}
}
int CSoundHandler::ambientDistToVolume(int distance) const
{
if(distance >= ambientConfig["distances"].Vector().size())
return 0;
int volume = static_cast<int>(ambientConfig["distances"].Vector()[distance].Integer());
return volume * (int)ambientConfig["volume"].Integer() * getVolume() / 10000;
}
void CSoundHandler::ambientStopSound(std::string 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 = sounds[soundID];
logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound);
return playSound(sound, repeats, true);
}
int CSoundHandler::playSound(std::string 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, Mix_GetError());
if (!cache)
Mix_FreeChunk(chunk);
}
else if (cache)
callbacks[channel];
else
callbacks[channel] = [chunk](){ Mix_FreeChunk(chunk);};
}
else
channel = -1;
return channel;
}
// Helper. Randomly select a sound from an array and play it
int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &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);
}
// 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<void()> function)
{
std::map<int, std::function<void()> >::iterator iter;
iter = callbacks.find(channel);
//channel not found. It may have finished so fire callback now
if(iter == callbacks.end())
function();
else
iter->second = function;
}
void CSoundHandler::soundFinishedCallback(int channel)
{
std::map<int, std::function<void()> >::iterator iter;
iter = callbacks.find(channel);
if (iter == callbacks.end())
return;
auto callback = std::move(iter->second);
callbacks.erase(iter);
if (callback)
callback();
}
int CSoundHandler::ambientGetRange() const
{
return static_cast<int>(ambientConfig["range"].Integer());
}
bool CSoundHandler::ambientCheckVisitable() const
{
return !allTilesSource;
}
void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
{
boost::mutex::scoped_lock guard(mutex);
std::vector<std::string> stoppedSounds;
for(auto & pair : ambientChannels)
{
if(!vstd::contains(soundsArg, pair.first))
{
ambientStopSound(pair.first);
stoppedSounds.push_back(pair.first);
}
else
{
CCS->soundh->setChannelVolume(pair.second, ambientDistToVolume(soundsArg[pair.first]));
}
}
for(auto soundId : stoppedSounds)
ambientChannels.erase(soundId);
for(auto & pair : soundsArg)
{
if(!vstd::contains(ambientChannels, pair.first))
{
int channel = CCS->soundh->playSound(pair.first, -1);
CCS->soundh->setChannelVolume(channel, ambientDistToVolume(pair.second));
CCS->soundh->ambientChannels.insert(std::make_pair(pair.first, channel));
}
}
}
void CSoundHandler::ambientStopAllChannels()
{
boost::mutex::scoped_lock guard(mutex);
for(auto ch : ambientChannels)
{
ambientStopSound(ch.first);
}
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 ResourceID & id) -> bool
{
if(id.getType() != EResType::MUSIC)
return false;
if(!boost::algorithm::istarts_with(id.getName(), "MUSIC/"))
return false;
logGlobal->trace("Found music file %s", id.getName());
return true;
});
for(const ResourceID & file : mp3files)
{
if(boost::algorithm::istarts_with(file.getName(), "MUSIC/Combat"))
addEntryToSet("battle", file.getName());
else if(boost::algorithm::istarts_with(file.getName(), "MUSIC/AITheme"))
addEntryToSet("enemy-turn", file.getName());
}
}
void CMusicHandler::loadTerrainMusicThemes()
{
for (const auto & terrain : CGI->terrainTypeHandler->terrains())
{
addEntryToSet("terrain_" + terrain.name, "Music/" + terrain.musicFilename);
}
}
void CMusicHandler::addEntryToSet(const std::string & set, const std::string & 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.reset();
next.reset();
}
CAudioBase::release();
}
void CMusicHandler::playMusic(const std::string & musicURI, bool loop, bool fromStart)
{
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)
{
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, "", loop, fromStart);
}
void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(mutex);
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 std::string & musicURI, bool looped, bool fromStart)
{
try
{
queueNext(make_unique<MusicEntry>(owner, setName, musicURI, looped, fromStart));
}
catch(std::exception &e)
{
logGlobal->error("Failed to queue music. setName=%s\tmusicURI=%s", setName, musicURI);
logGlobal->error("Exception: %s", e.what());
}
}
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()
{
boost::mutex::scoped_lock guard(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, std::string 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()
{
logGlobal->trace("Del-ing music file %s", currentName);
if (music)
Mix_FreeMusic(music);
}
void MusicEntry::load(std::string musicURI)
{
if (music)
{
logGlobal->trace("Del-ing music file %s", currentName);
Mix_FreeMusic(music);
music = nullptr;
}
currentName = musicURI;
logGlobal->trace("Loading music file %s", musicURI);
auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(ResourceID(std::move(musicURI), EResType::MUSIC)));
music = Mix_LoadMUS_RW(musicFile, SDL_TRUE);
if(!music)
{
logGlobal->warn("Warning: Cannot open %s: %s", currentName, 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);
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 = SDL_GetTicks();
playing = true;
return true;
}
bool MusicEntry::stop(int fade_ms)
{
if (Mix_PlayingMusic())
{
playing = false;
loop = 0;
uint32_t endTime = SDL_GetTicks();
assert(startTime != uint32_t(-1));
float playDuration = (endTime - startTime + startPosition) / 1000.f;
owner->trackPositions[currentName] = playDuration;
logGlobal->info("Stopping music file %s at %f", currentName, 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(std::string track)
{
return setName.empty() && track == currentName;
}