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https://github.com/vcmi/vcmi.git
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10dbbead2d
That wouldn't be as big issue if problem affected few files, but it everywhere in codebase. Fixed it everywhere since in most files that is the only code with wrong indentation.
503 lines
12 KiB
C++
503 lines
12 KiB
C++
#include "StdInc.h"
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#include <SDL_mixer.h>
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#include "CMusicHandler.h"
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#include "CGameInfo.h"
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#include "SDLRWwrapper.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/JsonNode.h"
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#include "../lib/GameConstants.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/StringConstants.h"
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#include "../lib/CRandomGenerator.h"
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/*
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* CMusicHandler.cpp, 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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#define VCMI_SOUND_NAME(x)
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#define VCMI_SOUND_FILE(y) #y,
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// sounds mapped to soundBase enum
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static std::string sounds[] = {
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"", // invalid
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"", // todo
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VCMI_SOUND_LIST
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};
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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// Not pretty, but there's only one music handler object in the game.
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static void soundFinishedCallbackC(int channel)
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{
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CCS->soundh->soundFinishedCallback(channel);
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}
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static void musicFinishedCallbackC(void)
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{
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CCS->musich->musicFinishedCallback();
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}
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void CAudioBase::init()
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{
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if (initialized)
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return;
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
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{
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logGlobal->errorStream() << "Mix_OpenAudio error: " << Mix_GetError();
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return;
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}
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initialized = true;
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}
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void CAudioBase::release()
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{
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if (initialized)
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{
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Mix_CloseAudio();
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initialized = false;
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}
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}
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void CAudioBase::setVolume(ui32 percent)
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{
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if (percent > 100)
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percent = 100;
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volume = percent;
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}
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void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
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{
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setVolume(volumeNode.Float());
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}
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CSoundHandler::CSoundHandler():
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listener(settings.listen["general"]["sound"])
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{
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listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
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// Vectors for helper(s)
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pickupSounds =
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{
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soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
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soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07
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};
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horseSounds = // must be the same order as terrains (see ETerrainType);
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{
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soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
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soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
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soundBase::horseSubterranean, soundBase::horseLava,
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soundBase::horseWater, soundBase::horseRock
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};
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battleIntroSounds =
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{
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soundBase::battle00, soundBase::battle01,
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soundBase::battle02, soundBase::battle03, soundBase::battle04,
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soundBase::battle05, soundBase::battle06, soundBase::battle07
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};
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};
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void CSoundHandler::init()
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{
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CAudioBase::init();
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if (initialized)
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{
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// Load sounds
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Mix_ChannelFinished(soundFinishedCallbackC);
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}
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}
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void CSoundHandler::release()
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{
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if (initialized)
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{
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Mix_HaltChannel(-1);
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for (auto &chunk : soundChunks)
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{
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if (chunk.second)
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Mix_FreeChunk(chunk.second);
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}
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}
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CAudioBase::release();
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}
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// Allocate an SDL chunk and cache it.
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Mix_Chunk *CSoundHandler::GetSoundChunk(std::string &sound, bool cache)
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{
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try
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{
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if (cache && soundChunks.find(sound) != soundChunks.end())
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return soundChunks[sound];
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auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND))->readAll();
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SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
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Mix_Chunk *chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
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if (cache)
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soundChunks.insert(std::pair<std::string, Mix_Chunk *>(sound, chunk));
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return chunk;
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}
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catch(std::exception &e)
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{
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logGlobal->warnStream() << "Cannot get sound " << sound << " chunk: " << e.what();
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return nullptr;
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}
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}
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// Plays a sound, and return its channel so we can fade it out later
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int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
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{
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assert(soundID < soundBase::sound_after_last);
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auto sound = sounds[soundID];
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logGlobal->traceStream() << "Attempt to play sound " << soundID << " with file name " << sound << " with cache";
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return playSound(sound, repeats, true);
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}
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int CSoundHandler::playSound(std::string sound, int repeats, bool cache)
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{
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if (!initialized || sound.empty())
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return -1;
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int channel;
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Mix_Chunk *chunk = GetSoundChunk(sound, cache);
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if (chunk)
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{
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channel = Mix_PlayChannel(-1, chunk, repeats);
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if (channel == -1)
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{
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logGlobal->errorStream() << "Unable to play sound file " << sound << " , error " << Mix_GetError();
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if (!cache)
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Mix_FreeChunk(chunk);
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}
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else if (cache)
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callbacks[channel];
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else
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callbacks[channel] = [chunk]{ Mix_FreeChunk(chunk);};
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}
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else
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channel = -1;
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return channel;
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}
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// Helper. Randomly select a sound from an array and play it
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int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
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{
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return playSound(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault()));
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}
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void CSoundHandler::stopSound( int handler )
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{
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if (initialized && handler != -1)
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Mix_HaltChannel(handler);
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}
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// Sets the sound volume, from 0 (mute) to 100
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void CSoundHandler::setVolume(ui32 percent)
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{
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CAudioBase::setVolume(percent);
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if (initialized)
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Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
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}
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void CSoundHandler::setCallback(int channel, std::function<void()> function)
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{
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std::map<int, std::function<void()> >::iterator iter;
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iter = callbacks.find(channel);
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//channel not found. It may have finished so fire callback now
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if(iter == callbacks.end())
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function();
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else
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iter->second = function;
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}
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void CSoundHandler::soundFinishedCallback(int channel)
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{
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std::map<int, std::function<void()> >::iterator iter;
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iter = callbacks.find(channel);
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assert(iter != callbacks.end());
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if (iter->second)
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iter->second();
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callbacks.erase(iter);
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}
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void CMusicHandler::onVolumeChange(const JsonNode &volumeNode)
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{
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setVolume(volumeNode.Float());
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}
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CMusicHandler::CMusicHandler():
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listener(settings.listen["general"]["music"])
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{
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listener(std::bind(&CMusicHandler::onVolumeChange, this, _1));
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// Map music IDs
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// Vectors for helper
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const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
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const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
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auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
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{
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for (size_t i=0; i < amount; i++)
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addEntryToSet(setName, i, "music/" + list[i]);
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};
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fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
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fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
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JsonNode terrains(ResourceID("config/terrains.json"));
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for (auto entry : terrains.Struct())
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{
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int terrIndex = vstd::find_pos(GameConstants::TERRAIN_NAMES, entry.first);
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addEntryToSet("terrain", terrIndex, "Music/" + entry.second["music"].String());
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}
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}
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void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)
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{
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musicsSet[set][musicID] = musicURI;
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}
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void CMusicHandler::init()
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{
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CAudioBase::init();
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if (initialized)
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Mix_HookMusicFinished(musicFinishedCallbackC);
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}
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void CMusicHandler::release()
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{
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if (initialized)
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{
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boost::mutex::scoped_lock guard(musicMutex);
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Mix_HookMusicFinished(nullptr);
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current.reset();
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next.reset();
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}
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CAudioBase::release();
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}
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void CMusicHandler::playMusic(std::string musicURI, bool loop)
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{
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if (current && current->isTrack(musicURI))
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return;
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queueNext(this, "", musicURI, loop);
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}
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void CMusicHandler::playMusicFromSet(std::string whichSet, bool loop)
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{
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auto selectedSet = musicsSet.find(whichSet);
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if (selectedSet == musicsSet.end())
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{
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logGlobal->errorStream() << "Error: playing music from non-existing set: " << whichSet;
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return;
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}
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if (current && current->isSet(whichSet))
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return;
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// in this mode - play random track from set
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queueNext(this, whichSet, "", loop);
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}
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void CMusicHandler::playMusicFromSet(std::string whichSet, int entryID, bool loop)
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{
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auto selectedSet = musicsSet.find(whichSet);
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if (selectedSet == musicsSet.end())
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{
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logGlobal->errorStream() << "Error: playing music from non-existing set: " << whichSet;
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return;
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}
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auto selectedEntry = selectedSet->second.find(entryID);
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if (selectedEntry == selectedSet->second.end())
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{
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logGlobal->errorStream() << "Error: playing non-existing entry " << entryID << " from set: " << whichSet;
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return;
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}
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if (current && current->isTrack(selectedEntry->second))
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return;
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// in this mode - play specific track from set
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queueNext(this, "", selectedEntry->second, loop);
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}
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void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued)
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{
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if (!initialized)
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return;
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boost::mutex::scoped_lock guard(musicMutex);
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next = std::move(queued);
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if (current.get() == nullptr || !current->stop(1000))
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{
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current.reset(next.release());
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current->play();
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}
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}
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void CMusicHandler::queueNext(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped)
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{
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try
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{
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queueNext(make_unique<MusicEntry>(owner, setName, musicURI, looped));
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}
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catch(std::exception &e)
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{
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logGlobal->errorStream() << "Failed to queue music. setName=" << setName << "\tmusicURI=" << musicURI;
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logGlobal->errorStream() << "Exception: " << e.what();
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}
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}
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void CMusicHandler::stopMusic(int fade_ms)
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{
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if (!initialized)
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return;
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boost::mutex::scoped_lock guard(musicMutex);
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if (current.get() != nullptr)
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current->stop(fade_ms);
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next.reset();
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}
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void CMusicHandler::setVolume(ui32 percent)
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{
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CAudioBase::setVolume(percent);
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if (initialized)
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Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
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}
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void CMusicHandler::musicFinishedCallback(void)
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{
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boost::mutex::scoped_lock guard(musicMutex);
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if (current.get() != nullptr)
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{
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//return if current music still not finished
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if (current->play())
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return;
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else
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current.reset();
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}
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if (current.get() == nullptr && next.get() != nullptr)
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{
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current.reset(next.release());
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current->play();
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}
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}
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MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped):
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owner(owner),
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music(nullptr),
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loop(looped ? -1 : 1),
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setName(std::move(setName))
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{
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if (!musicURI.empty())
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load(std::move(musicURI));
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}
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MusicEntry::~MusicEntry()
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{
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logGlobal->traceStream()<<"Del-ing music file "<<currentName;
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if (music)
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Mix_FreeMusic(music);
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}
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void MusicEntry::load(std::string musicURI)
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{
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if (music)
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{
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logGlobal->traceStream()<<"Del-ing music file "<<currentName;
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Mix_FreeMusic(music);
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music = nullptr;
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}
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currentName = musicURI;
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logGlobal->traceStream()<<"Loading music file "<<musicURI;
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auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(ResourceID(std::move(musicURI), EResType::MUSIC)));
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music = Mix_LoadMUS_RW(musicFile, SDL_TRUE);
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if(!music)
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{
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logGlobal->warnStream() << "Warning: Cannot open " << currentName << ": " << Mix_GetError();
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return;
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}
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}
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bool MusicEntry::play()
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{
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if (!(loop--) && music) //already played once - return
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return false;
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if (!setName.empty())
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{
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auto set = owner->musicsSet[setName];
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load(RandomGeneratorUtil::nextItem(set, CRandomGenerator::getDefault())->second);
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}
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logGlobal->traceStream()<<"Playing music file "<<currentName;
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if(Mix_PlayMusic(music, 1) == -1)
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{
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logGlobal->errorStream() << "Unable to play music (" << Mix_GetError() << ")";
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return false;
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}
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return true;
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}
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bool MusicEntry::stop(int fade_ms)
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{
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if (Mix_PlayingMusic())
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{
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logGlobal->traceStream()<<"Stoping music file "<<currentName;
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loop = 0;
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Mix_FadeOutMusic(fade_ms);
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return true;
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}
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return false;
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}
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bool MusicEntry::isSet(std::string set)
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{
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return !setName.empty() && set == setName;
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}
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bool MusicEntry::isTrack(std::string track)
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{
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return setName.empty() && track == currentName;
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}
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