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vcmi/hch/CMusicHandler.h

91 lines
2.0 KiB
C++

#ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__
#include <boost/thread/mutex.hpp>
#include "CSoundBase.h"
#include "CMusicBase.h"
/*
* 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
*
*/
class CSndHandler;
struct _Mix_Music;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
class CSoundHandler
{
private:
CSndHandler *sndh;
soundBase::soundID getSoundID(std::string &fileName);
std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
public:
CSoundHandler(): sndh(NULL) {};
void initSounds();
void freeSounds();
void initCreaturesSounds(std::vector<CCreature> &creatures);
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
// Sets
std::vector<soundBase::soundID> pickup_sounds;
std::vector<soundBase::soundID> horseSounds;
};
class CMusicHandler
{
private:
// Because we use the SDL music callback, our music variables must
// be protected
boost::mutex musicMutex;
Mix_Music *currentMusic;
Mix_Music *nextMusic;
int nextMusicLoop;
public:
CMusicHandler(): currentMusic(NULL), nextMusic(NULL) {};
void initMusics();
void freeMusics();
// Musics
std::map<musicBase::musicID, std::string> musics;
std::vector<musicBase::musicID> battleMusics;
void playMusic(musicBase::musicID musicID, int loop=1);
void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
void stopMusic(int fade_ms=1000);
void musicFinishedCallback(void);
};
class CAudioHandler: public CSoundHandler, public CMusicHandler
{
private:
bool audioInitialized;
public:
CAudioHandler(): audioInitialized(false) {};
~CAudioHandler();
void initAudio();
};
#endif // __CMUSICHANDLER_H__