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vcmi/client/CMusicHandler.cpp
Michał W. Urbańczyk a8a437ccb0 Don't behave so dramatically when Heroes3-cd2.snd is missing.
Fixed a few typos in buildings.json.
2011-08-26 22:52:02 +00:00

535 lines
13 KiB
C++

#include "../stdafx.h"
#include <sstream>
#include <boost/assign/std/vector.hpp>
#include <boost/assign/list_of.hpp>
#include <boost/bimap.hpp>
#include <SDL_mixer.h>
#include "CSndHandler.h"
#include "CMusicHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CSpellHandler.h"
#include "../client/CGameInfo.h"
#include "../lib/JsonNode.h"
/*
* 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
*
*/
using namespace boost::assign;
static boost::bimap<soundBase::soundID, std::string> sounds;
// Not pretty, but there's only one music handler object in the game.
static void soundFinishedCallbackC(int channel)
{
CCS->soundh->soundFinishedCallback(channel);
}
static void musicFinishedCallbackC(void)
{
CCS->musich->musicFinishedCallback();
}
void CAudioBase::init()
{
if (initialized)
return;
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
{
tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
return;
}
initialized = true;
}
void CAudioBase::release()
{
if (initialized)
{
Mix_CloseAudio();
initialized = false;
}
}
void CAudioBase::setVolume(unsigned int percent)
{
if (percent > 100)
percent = 100;
volume = percent;
}
CSoundHandler::CSoundHandler()
{
// Map sound names
#define VCMI_SOUND_NAME(x) ( soundBase::x,
#define VCMI_SOUND_FILE(y) #y )
sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
VCMI_SOUND_LIST;
#undef VCMI_SOUND_NAME
#undef VCMI_SOUND_FILE
// Vectors for helper(s)
pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
horseSounds += // must be the same order as terrains (see EterrainType);
soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
soundBase::horseSubterranean, soundBase::horseLava,
soundBase::horseWater, soundBase::horseRock;
battleIntroSounds += soundBase::battle00, soundBase::battle01,
soundBase::battle02, soundBase::battle03, soundBase::battle04,
soundBase::battle05, soundBase::battle06, soundBase::battle07;
};
void CSoundHandler::init()
{
CAudioBase::init();
if (initialized)
{
// Load sounds
sndh.add_file(std::string(DATA_DIR "/Data/Heroes3.snd"));
sndh.add_file(std::string(DATA_DIR "/Data/Heroes3-cd2.snd"), false);
sndh.add_file(std::string(DATA_DIR "/Data/H3ab_ahd.snd"));
Mix_ChannelFinished(soundFinishedCallbackC);
}
}
void CSoundHandler::release()
{
if (initialized)
{
Mix_HaltChannel(-1);
std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
for (it=soundChunks.begin(); it != soundChunks.end(); it++)
{
if (it->second)
Mix_FreeChunk(it->second);
}
}
CAudioBase::release();
}
// Allocate an SDL chunk and cache it.
Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
{
// Find its name
boost::bimap<soundBase::soundID, std::string>::left_iterator it;
it = sounds.left.find(soundID);
if (it == sounds.left.end())
return NULL;
// Load and insert
int size;
const char *data = sndh.extract(it->second, size);
if (!data)
return NULL;
SDL_RWops *ops = SDL_RWFromConstMem(data, size);
Mix_Chunk *chunk;
chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
if (!chunk)
{
tlog1 << "Unable to mix sound" << it->second << "(" << Mix_GetError() << ")" << std::endl;
return NULL;
}
soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
return chunk;
}
// Get a soundID given a filename
soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
{
boost::bimap<soundBase::soundID, std::string>::right_iterator it;
it = sounds.right.find(fileName);
if (it == sounds.right.end())
return soundBase::invalid;
else
return it->second;
}
void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
{
tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
class JsonNode config(DATA_DIR "/config/cr_sounds.json");
CBattleSounds.resize(creatures.size());
if (!config["creature_sounds"].isNull()) {
const JsonVector &vector = config["creature_sounds"].Vector();
for (JsonVector::const_iterator it = vector.begin(); it!=vector.end(); ++it) {
const JsonNode &node = *it;
const JsonNode *value;
int id;
value = &node["name"];
bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
if (i != CGI->creh->nameToID.end())
id = i->second;
else
{
tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
continue;
}
/* This is a bit ugly. Maybe we should use an array for
* sound ids instead of separate variables and define
* attack/defend/killed/... as indexes. */
#define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
GET_SOUND_VALUE(attack);
GET_SOUND_VALUE(defend);
GET_SOUND_VALUE(killed);
GET_SOUND_VALUE(move);
GET_SOUND_VALUE(shoot);
GET_SOUND_VALUE(wince);
GET_SOUND_VALUE(ext1);
GET_SOUND_VALUE(ext2);
GET_SOUND_VALUE(startMoving);
GET_SOUND_VALUE(endMoving);
#undef GET_SOUND_VALUE
}
}
//commented to avoid spurious warnings
/*
// Find creatures without sounds
for(unsigned int i=0;i<creatures.size();i++)
{
// Note: this will exclude war machines, but it's better
// than nothing.
if (vstd::contains(CGI->creh->notUsedMonsters, i))
continue;
CCreature &c = creatures[i];
if (c.sounds.killed == soundBase::invalid)
tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
}*/
}
void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
{
class JsonNode config(DATA_DIR "/config/sp_sounds.json");
if (!config["spell_sounds"].isNull()) {
const JsonVector &vector = config["spell_sounds"].Vector();
for (JsonVector::const_iterator it = vector.begin(); it!=vector.end(); ++it) {
const JsonNode &node = *it;
int spellid = node["id"].Float();
const CSpell *s = CGI->spellh->spells[spellid];
if (vstd::contains(spellSounds, s))
tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
spellSounds[s] = getSoundID(node["soundfile"].String());
}
}
}
// Plays a sound, and return its channel so we can fade it out later
int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
{
if (!initialized)
return -1;
int channel;
Mix_Chunk *chunk = GetSoundChunk(soundID);
if (chunk)
{
channel = Mix_PlayChannel(-1, chunk, repeats);
if (channel == -1)
tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
else
callbacks[channel];//insert empty callback
}
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(sound_vec[rand() % sound_vec.size()]);
}
void CSoundHandler::stopSound( int handler )
{
if (initialized && handler != -1)
Mix_HaltChannel(handler);
}
// Sets the sound volume, from 0 (mute) to 100
void CSoundHandler::setVolume(unsigned int percent)
{
CAudioBase::setVolume(percent);
if (initialized)
Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
}
void CSoundHandler::setCallback(int channel, boost::function<void()> function)
{
std::map<int, boost::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, boost::function<void()> >::iterator iter;
iter = callbacks.find(channel);
assert(iter != callbacks.end());
if (iter->second)
iter->second();
callbacks.erase(iter);
}
CMusicHandler::CMusicHandler()
{
// Map music IDs
#define VCMI_MUSIC_ID(x) ( musicBase::x ,
#define VCMI_MUSIC_FILE(y) y )
musics = map_list_of
VCMI_MUSIC_LIST;
#undef VCMI_MUSIC_NAME
#undef VCMI_MUSIC_FILE
// Vectors for helper
aiMusics += musicBase::AITheme0, musicBase::AITheme1, musicBase::AITheme2;
battleMusics += musicBase::combat1, musicBase::combat2,
musicBase::combat3, musicBase::combat4;
townMusics += musicBase::castleTown, musicBase::rampartTown,
musicBase::towerTown, musicBase::infernoTown,
musicBase::necroTown, musicBase::dungeonTown,
musicBase::strongHoldTown, musicBase::fortressTown,
musicBase::elemTown;
terrainMusics += musicBase::dirt, musicBase::sand, musicBase::grass,
musicBase::snow, musicBase::swamp, musicBase::rough,
musicBase::underground, musicBase::lava,musicBase::water;
}
void CMusicHandler::init()
{
CAudioBase::init();
if (initialized)
Mix_HookMusicFinished(musicFinishedCallbackC);
}
void CMusicHandler::release()
{
if (initialized)
{
boost::mutex::scoped_lock guard(musicMutex);
Mix_HookMusicFinished(NULL);
current.reset();
next.reset();
}
CAudioBase::release();
}
// Plays a music
// loop: -1 always repeats, 0=do not play, 1+=number of loops
void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
{
if (current.get() != NULL && *current == musicID)
return;
queueNext(new MusicEntry(this, musicID, loop));
}
// Helper. Randomly plays tracks from music_vec
void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
{
if (current.get() != NULL && *current == music_vec)
return;
queueNext(new MusicEntry(this, music_vec, loop));
}
void CMusicHandler::queueNext(MusicEntry *queued)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(musicMutex);
next.reset(queued);
if (current.get() != NULL)
{
current->stop(1000);
}
else
{
current = next;
current->play();
}
}
// Stop and free the current music
void CMusicHandler::stopMusic(int fade_ms)
{
if (!initialized)
return;
boost::mutex::scoped_lock guard(musicMutex);
if (current.get() != NULL)
current->stop(fade_ms);
next.reset();
}
// Sets the music volume, from 0 (mute) to 100
void CMusicHandler::setVolume(unsigned int percent)
{
CAudioBase::setVolume(percent);
if (initialized)
Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
}
// Called by SDL when a music finished.
void CMusicHandler::musicFinishedCallback(void)
{
boost::mutex::scoped_lock guard(musicMutex);
if (current.get() != NULL)
{
//return if current music still not finished
if (current->play())
return;
else
current.reset();
}
if (current.get() == NULL && next.get() != NULL)
{
current = next;
current->play();
}
}
MusicEntry::MusicEntry(CMusicHandler *_owner, musicBase::musicID _musicID, int _loopCount):
owner(_owner),
music(NULL),
loopCount(_loopCount)
{
load(_musicID);
}
MusicEntry::MusicEntry(CMusicHandler *_owner, std::vector<musicBase::musicID> &_musicVec, int _loopCount):
currentID(musicBase::music_todo),
owner(_owner),
music(NULL),
loopCount(_loopCount),
musicVec(_musicVec)
{
//In this case music will be loaded only on playing - no need to call load() here
}
MusicEntry::~MusicEntry()
{
tlog5<<"Del-ing music file "<<filename<<"\n";
if (music)
Mix_FreeMusic(music);
}
void MusicEntry::load(musicBase::musicID ID)
{
currentID = ID;
filename = DATA_DIR "/Mp3/";
filename += owner->musics[ID];
tlog5<<"Loading music file "<<filename<<"\n";
if (music)
Mix_FreeMusic(music);
music = Mix_LoadMUS(filename.c_str());
#ifdef _WIN32
//The assertion will fail if old MSVC libraries pack .dll is used
assert(Mix_GetMusicType(music) == MUS_MP3_MAD);
#endif
}
bool MusicEntry::play()
{
tlog5<<"Playing music file "<<filename<<"\n";
if (loopCount == 0)
return false;
if (loopCount > 0)
loopCount--;
if (!musicVec.empty())
load(musicVec.at(rand() % musicVec.size()));
if(Mix_PlayMusic(music, 1) == -1)
{
tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
return false;
}
return true;
}
void MusicEntry::stop(int fade_ms)
{
tlog5<<"Stoping music file "<<filename<<"\n";
loopCount = 0;
Mix_FadeOutMusic(fade_ms);
}
bool MusicEntry::operator == (musicBase::musicID _musicID) const
{
return musicVec.empty() && currentID == _musicID;
}
bool MusicEntry::operator == (std::vector<musicBase::musicID> &_musicVec) const
{
return musicVec == _musicVec;
}