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565 lines
13 KiB
C++
565 lines
13 KiB
C++
#include "StdInc.h"
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#include <boost/bimap.hpp>
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#include <SDL_mixer.h>
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#include "CMusicHandler.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "../client/CGameInfo.h"
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#include "../lib/JsonNode.h"
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#include "../lib/GameConstants.h"
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#include "../lib/Filesystem/CResourceLoader.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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using namespace boost::assign;
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static boost::bimap<soundBase::soundID, std::string> sounds;
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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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tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
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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(boost::bind(&CSoundHandler::onVolumeChange, this, _1));
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// Map sound names
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#define VCMI_SOUND_NAME(x) ( soundBase::x,
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#define VCMI_SOUND_FILE(y) #y )
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sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
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VCMI_SOUND_LIST;
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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// Vectors for helper(s)
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pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
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soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
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horseSounds += // must be the same order as terrains (see ETerrainType);
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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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battleIntroSounds += 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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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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std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
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for (it=soundChunks.begin(); it != soundChunks.end(); it++)
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{
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if (it->second)
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Mix_FreeChunk(it->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(soundBase::soundID soundID)
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{
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// Find its name
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boost::bimap<soundBase::soundID, std::string>::left_iterator it;
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it = sounds.left.find(soundID);
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if (it == sounds.left.end())
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return nullptr;
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// Load and insert
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try
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{
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auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + it->second, EResType::SOUND));
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SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
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Mix_Chunk *chunk;
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chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
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soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, 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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tlog3 << "Cannot get sound " << soundID << " chunk: " << e.what() << "\n";
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return nullptr;
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}
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}
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Mix_Chunk *CSoundHandler::GetSoundChunk(std::string &sound)
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{
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if (sound.empty())
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return nullptr;
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// Load and insert
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try
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{
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auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND)); //TODO: allow other sound folders?
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SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
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Mix_Chunk *chunk;
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chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
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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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tlog3 << "Cannot get sound " << sound << " chunk: " << e.what() << "\n";
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return nullptr;
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}
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}
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// Get a soundID given a filename
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soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
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{
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boost::bimap<soundBase::soundID, std::string>::right_iterator it;
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it = sounds.right.find(fileName);
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if (it == sounds.right.end())
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return soundBase::invalid;
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else
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return it->second;
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}
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void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
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{
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//commented to avoid spurious warnings
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/*
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// Find creatures without sounds
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for(ui32 i=0;i<creatures.size();i++)
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{
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// Note: this will exclude war machines, but it's better
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// than nothing.
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if (vstd::contains(CGI->creh->notUsedMonsters, i))
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continue;
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CCreature &c = creatures[i];
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if (c.sounds.killed == soundBase::invalid)
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tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
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}*/
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}
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void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
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{
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const JsonNode config(ResourceID("config/sp_sounds.json"));
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if (!config["spell_sounds"].isNull()) {
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BOOST_FOREACH(const JsonNode &node, config["spell_sounds"].Vector()) {
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int spellid = node["id"].Float();
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const CSpell *s = CGI->spellh->spells[spellid];
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if (vstd::contains(spellSounds, s))
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tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
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soundBase::soundID sound = getSoundID(node["soundfile"].String());
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if (sound == soundBase::invalid)
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tlog0 << "Error: invalid sound for id "<< spellid << "\n";
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spellSounds[s] = sound;
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}
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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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if (!initialized)
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return -1;
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int channel;
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Mix_Chunk *chunk = GetSoundChunk(soundID);
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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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tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
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else
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callbacks[channel];//insert empty callback
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}
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else
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{
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channel = -1;
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}
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return channel;
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}
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int CSoundHandler::playSound(std::string sound, int repeats)
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{
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if (!initialized)
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return -1;
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int channel;
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Mix_Chunk *chunk = GetSoundChunk(sound);
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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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tlog1 << "Unable to play sound file " << sound << " , error " << Mix_GetError() << std::endl;
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else
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callbacks[channel];//insert empty callback
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}
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else
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{
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channel = -1;
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}
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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(sound_vec[rand() % sound_vec.size()]);
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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, boost::function<void()> function)
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{
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std::map<int, boost::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, boost::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(boost::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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const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
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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, std::string("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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fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
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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(NULL);
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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(new MusicEntry(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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tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
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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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queueNext(new MusicEntry(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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tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
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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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tlog0 << "Error: playing non-existing entry " << entryID << " from set: " << whichSet << "\n";
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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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queueNext(new MusicEntry(this, "", selectedEntry->second, loop));
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}
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void CMusicHandler::queueNext(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.reset(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::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() != NULL)
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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() != NULL)
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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() == NULL && next.get() != NULL)
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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(setName)
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{
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if (!musicURI.empty())
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load(musicURI);
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}
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MusicEntry::~MusicEntry()
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{
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tlog5<<"Del-ing music file "<<currentName<<"\n";
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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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tlog5<<"Del-ing music file "<<currentName<<"\n";
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Mix_FreeMusic(music);
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}
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currentName = musicURI;
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tlog5<<"Loading music file "<<musicURI<<"\n";
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music = Mix_LoadMUS(CResourceHandler::get()->getResourceName(ResourceID(musicURI, EResType::MUSIC)).c_str());
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if(!music)
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{
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tlog3 << "Warning: Cannot open " << currentName << ": " << Mix_GetError() << std::endl;
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return;
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}
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#ifdef _WIN32
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//The assertion will fail if old MSVC libraries pack .dll is used
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assert(Mix_GetMusicType(music) != MUS_MP3);
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#endif
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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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size_t entryID = rand() % set.size();
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auto iterator = set.begin();
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std::advance(iterator, entryID);
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load(iterator->second);
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}
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tlog5<<"Playing music file "<<currentName<<"\n";
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if(Mix_PlayMusic(music, 1) == -1)
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{
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tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
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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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tlog5<<"Stoping music file "<<currentName<<"\n";
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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)
|
|
{
|
|
return setName.empty() && track == currentName;
|
|
}
|