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vcmi/hch/CMusicHandler.h
Michał W. Urbańczyk 29e1f2a0b8 * removed redundant code for displaying map difficulty
* bumped version name to 0.72b
* more diagnostics in music handler (should help to catch the reported bug with not playing main menu theme)
* probably fixed problems with horde buildings in towns that start with upgraded dwellings (0.72#1 http://vcmi.antypika.aplus.pl/forum/viewtopic.php?t=159)
2009-06-10 19:44:09 +00:00

100 lines
2.4 KiB
C++

#ifndef __CMUSICHANDLER_H__
#define __CMUSICHANDLER_H__
#include <boost/thread/mutex.hpp>
#include "CSoundBase.h"
#include "CMusicBase.h"
/*
* CMusicHandler.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class CSndHandler;
class CSpell;
struct _Mix_Music;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
class CAudioBase {
protected:
bool initialized;
int volume; // from 0 (mute) to 100
public:
CAudioBase(): initialized(false), volume(0) {};
virtual void init() = 0;
virtual void release() = 0;
virtual void setVolume(unsigned int percent);
unsigned int getVolume() { return volume; };
};
class CSoundHandler: public CAudioBase
{
private:
CSndHandler *sndh;
soundBase::soundID getSoundID(std::string &fileName);
std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
public:
CSoundHandler();
void init();
void release();
void initCreaturesSounds(std::vector<CCreature> &creatures);
void initSpellsSounds(std::vector<CSpell> &spells);
void setVolume(unsigned int percent);
// Sounds
int playSound(soundBase::soundID soundID, int repeats=0);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
// Sets
std::vector<soundBase::soundID> pickupSounds;
std::vector<soundBase::soundID> horseSounds;
};
class CMusicHandler: public CAudioBase
{
private:
// Because we use the SDL music callback, our music variables must
// be protected
boost::mutex musicMutex;
Mix_Music *currentMusic;
Mix_Music *nextMusic;
int nextMusicLoop;
Mix_Music * LoadMUS(const char *file); //calls Mix_LoadMUS and checks for errors
int PlayMusic(Mix_Music *music, int loops); //calls Mix_PlayMusic and checks for errors
public:
CMusicHandler();
void init();
void release();
void setVolume(unsigned int percent);
// Musics
std::map<musicBase::musicID, std::string> musics;
std::vector<musicBase::musicID> battleMusics;
void playMusic(musicBase::musicID musicID, int loop=1);
void playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop=1);
void stopMusic(int fade_ms=1000);
void musicFinishedCallback(void);
};
#endif // __CMUSICHANDLER_H__