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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
153 lines
4.1 KiB
C++
153 lines
4.1 KiB
C++
/*
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* CMusicHandler.h, 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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#pragma once
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#include "../lib/CConfigHandler.h"
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#include "../lib/CSoundBase.h"
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struct _Mix_Music;
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struct SDL_RWops;
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typedef struct _Mix_Music Mix_Music;
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struct Mix_Chunk;
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class CAudioBase {
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protected:
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boost::mutex mutex;
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bool initialized;
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int volume; // from 0 (mute) to 100
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public:
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CAudioBase(): initialized(false), volume(0) {};
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virtual void init() = 0;
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virtual void release() = 0;
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virtual void setVolume(ui32 percent);
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ui32 getVolume() const { return volume; };
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};
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class CSoundHandler: public CAudioBase
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{
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private:
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//soundBase::soundID getSoundID(const std::string &fileName);
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//update volume on configuration change
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SettingsListener listener;
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void onVolumeChange(const JsonNode &volumeNode);
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using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
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std::map<std::string, CachedChunk> soundChunks;
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Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
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//have entry for every currently active channel
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//std::function will be nullptr if callback was not set
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std::map<int, std::function<void()> > callbacks;
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int ambientDistToVolume(int distance) const;
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void ambientStopSound(std::string soundId);
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const JsonNode ambientConfig;
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bool allTilesSource;
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std::map<std::string, int> ambientChannels;
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public:
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CSoundHandler();
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void init() override;
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void release() override;
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void setVolume(ui32 percent) override;
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void setChannelVolume(int channel, ui32 percent);
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// Sounds
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int playSound(soundBase::soundID soundID, int repeats=0);
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int playSound(std::string sound, int repeats=0, bool cache=false);
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int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
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void stopSound(int handler);
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void setCallback(int channel, std::function<void()> function);
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void soundFinishedCallback(int channel);
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int ambientGetRange() const;
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bool ambientCheckVisitable() const;
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void ambientUpdateChannels(std::map<std::string, int> currentSounds);
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void ambientStopAllChannels();
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// Sets
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std::vector<soundBase::soundID> pickupSounds;
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std::vector<soundBase::soundID> horseSounds;
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std::vector<soundBase::soundID> battleIntroSounds;
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};
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// Helper //now it looks somewhat useless
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#define battle_sound(creature,what_sound) creature->sounds.what_sound
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class CMusicHandler;
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//Class for handling one music file
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class MusicEntry
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{
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CMusicHandler *owner;
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Mix_Music *music;
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int loop; // -1 = indefinite
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//if not null - set from which music will be randomly selected
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std::string setName;
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std::string currentName;
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void load(std::string musicURI);
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public:
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bool isSet(std::string setName);
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bool isTrack(std::string trackName);
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MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
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~MusicEntry();
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bool play();
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bool stop(int fade_ms=0);
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};
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class CMusicHandler: public CAudioBase
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{
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private:
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//update volume on configuration change
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SettingsListener listener;
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void onVolumeChange(const JsonNode &volumeNode);
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std::unique_ptr<MusicEntry> current;
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std::unique_ptr<MusicEntry> next;
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void queueNext(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
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void queueNext(std::unique_ptr<MusicEntry> queued);
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std::map<std::string, std::map<int, std::string> > musicsSet;
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public:
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CMusicHandler();
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/// add entry with URI musicURI in set. Track will have ID musicID
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void addEntryToSet(std::string set, int musicID, std::string musicURI);
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void init() override;
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void release() override;
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void setVolume(ui32 percent) override;
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/// play track by URI, if loop = true music will be looped
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void playMusic(std::string musicURI, bool loop);
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/// play random track from this set
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void playMusicFromSet(std::string musicSet, bool loop);
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/// play specific track from set
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void playMusicFromSet(std::string musicSet, int entryID, bool loop);
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void stopMusic(int fade_ms=1000);
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void musicFinishedCallback();
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friend class MusicEntry;
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};
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