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vcmi/hch/CMusicHandler.cpp
Michał W. Urbańczyk ff131a3b2f Sound patch from Ubuntux #3
(vcmi_sounds_sets.diff)
2009-04-22 18:50:22 +00:00

150 lines
5.6 KiB
C++

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