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https://github.com/vcmi/vcmi.git
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ff131a3b2f
(vcmi_sounds_sets.diff)
150 lines
5.6 KiB
C++
150 lines
5.6 KiB
C++
#include "../stdafx.h"
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#include <boost/assign/std/vector.hpp>
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#include <boost/assign/list_of.hpp>
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#include <SDL_mixer.h>
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#include "CSndHandler.h"
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#include "CMusicHandler.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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void CMusicHandler::initMusics()
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{
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if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
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{
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printf("Mix_OpenAudio error: %s!!!\n", Mix_GetError());
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return;
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}
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atexit(Mix_CloseAudio);
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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) cachedSounds(#y, 0) )
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sounds = boost::assign::map_list_of
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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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pickup_sounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
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soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
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//AITheme0 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITheme0.mp3");
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//AITheme1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME1.mp3");
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//AITheme2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME2.mp3");
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//buildTown = Mix_LoadWAV("MP3" PATHSEPARATOR "BUILDTWN.wav");
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//combat1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT01.mp3");
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//combat2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT02.mp3");
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//combat3 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT03.mp3");
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//combat4 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT04.mp3");
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//castleTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "CstleTown.mp3");
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//defendCastle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Defend Castle.mp3");
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//dirt = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "DIRT.mp3");
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//dungeon = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "DUNGEON.mp3");
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//elemTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "ElemTown.mp3");
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//evilTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "EvilTheme.mp3");
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//fortressTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "FortressTown.mp3");
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//goodTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "GoodTheme.mp3");
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//grass = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "GRASS.mp3");
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//infernoTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "InfernoTown.mp3");
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//lava = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LAVA.mp3");
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//loopLepr = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoopLepr.mp3");
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//loseCampain = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Lose Campain.mp3");
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//loseCastle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoseCastle.mp3");
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//loseCombat = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoseCombat.mp3");
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//mainMenu = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "MAINMENU.mp3");
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//mainMenuWoG = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "MainMenuWoG.mp3");
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//necroTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "necroTown.mp3");
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//neutralTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "NeutralTheme.mp3");
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//rampart = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "RAMPART.mp3");
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//retreatBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Retreat Battle.mp3");
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//rough = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "ROUGH.mp3");
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//sand = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SAND.mp3");
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//secretTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SecretTheme.mp3");
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//snow = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SNOW.mp3");
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//stronghold = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "StrongHold.mp3");
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//surrenderBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Surrender Battle.mp3");
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//swamp = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SWAMP.mp3");
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//towerTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "TowerTown.mp3");
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//ultimateLose = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "UltimateLose.mp3");
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//underground = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Underground.mp3");
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//water = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "WATER.mp3");
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//winBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Battle.mp3");
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//winScenario = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Scenario.mp3");
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// Load sounds
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sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
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}
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// Return an SDL chunk. Allocate if it is not cached yet.
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Mix_Chunk *CMusicHandler::GetSoundChunk(std::string srcName)
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{
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int size;
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const char *data = sndh->extract(srcName, size);
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SDL_RWops *ops;
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Mix_Chunk *chunk;
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if (!data)
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return NULL;
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ops = SDL_RWFromConstMem(data, size);
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chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
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if (!chunk)
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fprintf(stderr, "Unable to mix: %s\n",
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Mix_GetError());
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return chunk;
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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 CMusicHandler::playSound(soundBase::soundNames soundID)
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{
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int channel;
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if (!sndh)
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return -1;
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std::map<soundBase::soundNames, cachedSounds>::iterator it;
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it = sounds.find(soundID);
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if (it == sounds.end())
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return -1;
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class cachedSounds sound = it->second;
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if (!sound.chunk) {
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sound.chunk = GetSoundChunk(sound.filename);
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}
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if (sound.chunk)
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{
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channel = Mix_PlayChannel(-1, sound.chunk, 0);
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if(channel == -1)
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{
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fprintf(stderr, "Unable to play WAV file("DATA_DIR "Data" PATHSEPARATOR "Heroes3.wav::%s): %s\n",
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sound.filename.c_str(),Mix_GetError());
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}
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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 CMusicHandler::playSoundFromSet(std::vector<soundBase::soundNames> &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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