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vcmi/hch/CMusicHandler.h
Michał W. Urbańczyk 8c6c0df45e Sound patch from Ubuntux #11: Add music infrastruture + some musics in various places
[With mine minor fixes and updated MSVC project]
vcmi_music.diff
2009-04-30 23:25:17 +00:00

72 lines
1.7 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;
struct _Mix_Music;
typedef struct _Mix_Music Mix_Music;
struct Mix_Chunk;
class CMusicHandler
{
private:
bool audioInit;
CSndHandler *sndh;
soundBase::soundID getSoundID(std::string &fileName);
std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
// Because we use the SDL music callback, our music variables must
// be protected
boost::mutex musicMutex;
Mix_Music *currentMusic;
Mix_Music *nextMusic;
int nextMusicLoop;
public:
CMusicHandler(): audioInit(false), sndh(NULL), currentMusic(NULL) {};
~CMusicHandler();
void initMusics();
void initCreaturesSounds(std::vector<CCreature> &creatures);
// 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> pickup_sounds;
std::vector<soundBase::soundID> horseSounds;
// 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__