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171 lines
5.0 KiB
C++
171 lines
5.0 KiB
C++
/*
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* CMusicHandler.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 "../lib/CConfigHandler.h"
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#include "../lib/CSoundBase.h"
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struct _Mix_Music;
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struct SDL_RWops;
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using Mix_Music = struct _Mix_Music;
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struct Mix_Chunk;
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class CAudioBase {
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protected:
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boost::mutex mutex;
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bool initialized;
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int volume; // from 0 (mute) to 100
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CAudioBase(): initialized(false), volume(0) {};
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~CAudioBase() = default;
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public:
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virtual void init() = 0;
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virtual void release() = 0;
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virtual void setVolume(ui32 percent);
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ui32 getVolume() const { return volume; };
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};
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class CSoundHandler final : public CAudioBase
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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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std::map<AudioPath, int> ambientChannels;
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std::map<int, int> channelVolumes;
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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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void init() override;
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void release() override;
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void setVolume(ui32 percent) override;
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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);
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int playSound(soundBase::soundID soundID, int repeats=0);
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int playSound(const AudioPath & sound, int repeats=0, bool cache=false);
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int playSound(std::pair<std::unique_ptr<ui8 []>, si64> & data, int repeats=0, bool cache=false);
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int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
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void stopSound(int handler);
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void setCallback(int channel, std::function<void()> function);
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void resetCallback(int channel);
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void soundFinishedCallback(int channel);
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int ambientGetRange() const;
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void ambientUpdateChannels(std::map<AudioPath, int> currentSounds);
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void ambientStopAllChannels();
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// Sets
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std::vector<soundBase::soundID> battleIntroSounds;
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};
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class CMusicHandler;
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//Class for handling one music file
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class MusicEntry
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{
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CMusicHandler *owner;
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Mix_Music *music;
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int loop; // -1 = indefinite
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bool fromStart;
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bool playing;
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uint32_t startTime;
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uint32_t startPosition;
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//if not null - set from which music will be randomly selected
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std::string setName;
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AudioPath currentName;
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void load(const AudioPath & musicURI);
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public:
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MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
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~MusicEntry();
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bool isSet(std::string setName);
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bool isTrack(const AudioPath & trackName);
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bool isPlaying();
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bool play();
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bool stop(int fade_ms=0);
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};
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class CMusicHandler final: public CAudioBase
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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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std::unique_ptr<MusicEntry> current;
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std::unique_ptr<MusicEntry> next;
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void queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
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void queueNext(std::unique_ptr<MusicEntry> queued);
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void musicFinishedCallback();
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/// map <set name> -> <list of URI's to tracks belonging to the said set>
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std::map<std::string, std::vector<AudioPath>> musicsSet;
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/// stored position, in seconds at which music player should resume playing this track
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std::map<AudioPath, float> trackPositions;
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public:
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CMusicHandler();
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/// add entry with URI musicURI in set. Track will have ID musicID
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void addEntryToSet(const std::string & set, const AudioPath & musicURI);
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void init() override;
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void loadTerrainMusicThemes();
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void release() override;
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void setVolume(ui32 percent) override;
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/// play track by URI, if loop = true music will be looped
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void playMusic(const AudioPath & musicURI, bool loop, bool fromStart);
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/// play random track from this set
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void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart);
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/// play random track from set (musicSet, entryID)
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void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart);
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/// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
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void stopMusic(int fade_ms=1000);
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friend class MusicEntry;
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};
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