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https://github.com/vcmi/vcmi.git
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610 lines
14 KiB
C++
610 lines
14 KiB
C++
/*
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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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#include "StdInc.h"
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#include <SDL_mixer.h>
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#include "CMusicHandler.h"
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#include "CGameInfo.h"
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#include "SDLRWwrapper.h"
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#include "../lib/JsonNode.h"
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#include "../lib/GameConstants.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/StringConstants.h"
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#include "../lib/CRandomGenerator.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/Terrain.h"
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#define VCMI_SOUND_NAME(x)
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#define VCMI_SOUND_FILE(y) #y,
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// sounds mapped to soundBase enum
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static std::string sounds[] = {
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"", // invalid
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"", // todo
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VCMI_SOUND_LIST
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};
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#undef VCMI_SOUND_NAME
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#undef VCMI_SOUND_FILE
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// Not pretty, but there's only one music handler object in the game.
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static void soundFinishedCallbackC(int channel)
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{
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CCS->soundh->soundFinishedCallback(channel);
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}
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static void musicFinishedCallbackC()
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{
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CCS->musich->musicFinishedCallback();
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}
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void CAudioBase::init()
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{
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if (initialized)
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return;
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
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{
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logGlobal->error("Mix_OpenAudio error: %s", Mix_GetError());
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return;
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}
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initialized = true;
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}
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void CAudioBase::release()
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{
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if(!(CCS->soundh->initialized && CCS->musich->initialized))
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Mix_CloseAudio();
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initialized = false;
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}
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void CAudioBase::setVolume(ui32 percent)
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{
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if (percent > 100)
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percent = 100;
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volume = percent;
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}
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void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
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{
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setVolume((ui32)volumeNode.Float());
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}
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CSoundHandler::CSoundHandler():
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listener(settings.listen["general"]["sound"]),
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ambientConfig(JsonNode(ResourceID("config/ambientSounds.json")))
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{
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allTilesSource = ambientConfig["allTilesSource"].Bool();
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listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
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// Vectors for helper(s)
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pickupSounds =
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{
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soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
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soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07
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};
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battleIntroSounds =
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{
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soundBase::battle00, soundBase::battle01,
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soundBase::battle02, soundBase::battle03, soundBase::battle04,
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soundBase::battle05, soundBase::battle06, soundBase::battle07
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};
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//predefine terrain set
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//TODO: support custom sounds for new terrains and load from json
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horseSounds =
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{
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{Terrain::DIRT, soundBase::horseDirt},
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{Terrain::SAND, soundBase::horseSand},
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{Terrain::GRASS, soundBase::horseGrass},
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{Terrain::SNOW, soundBase::horseSnow},
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{Terrain::SWAMP, soundBase::horseSwamp},
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{Terrain::ROUGH, soundBase::horseRough},
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{Terrain::SUBTERRANEAN, soundBase::horseSubterranean},
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{Terrain::LAVA, soundBase::horseLava},
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{Terrain::WATER, soundBase::horseWater},
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{Terrain::ROCK, soundBase::horseRock}
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};
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}
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void CSoundHandler::loadHorseSounds()
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{
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const auto & terrains = CGI->terrainTypeHandler->terrains();
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for(const auto & terrain : terrains)
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{
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//since all sounds are hardcoded, let's keep it
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if(vstd::contains(horseSounds, terrain.id))
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continue;
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//Use already existing horse sound
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horseSounds[terrain.id] = horseSounds.at(terrains[terrain.id].horseSoundId);
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}
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}
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void CSoundHandler::init()
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{
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CAudioBase::init();
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if(ambientConfig["allocateChannels"].isNumber())
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Mix_AllocateChannels((int)ambientConfig["allocateChannels"].Integer());
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if (initialized)
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{
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// Load sounds
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Mix_ChannelFinished(soundFinishedCallbackC);
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}
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}
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void CSoundHandler::release()
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{
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if (initialized)
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{
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Mix_HaltChannel(-1);
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for (auto &chunk : soundChunks)
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{
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if (chunk.second.first)
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Mix_FreeChunk(chunk.second.first);
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}
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}
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CAudioBase::release();
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}
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// Allocate an SDL chunk and cache it.
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Mix_Chunk *CSoundHandler::GetSoundChunk(std::string &sound, bool cache)
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{
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try
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{
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if (cache && soundChunks.find(sound) != soundChunks.end())
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return soundChunks[sound].first;
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auto data = CResourceHandler::get()->load(ResourceID(std::string("SOUNDS/") + sound, EResType::SOUND))->readAll();
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SDL_RWops *ops = SDL_RWFromMem(data.first.get(), (int)data.second);
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Mix_Chunk *chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
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if (cache)
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soundChunks.insert(std::pair<std::string, CachedChunk>(sound, std::make_pair (chunk, std::move (data.first))));
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return chunk;
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}
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catch(std::exception &e)
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{
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logGlobal->warn("Cannot get sound %s chunk: %s", sound, e.what());
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return nullptr;
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}
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}
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int CSoundHandler::ambientDistToVolume(int distance) const
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{
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if(distance >= ambientConfig["distances"].Vector().size())
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return 0;
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int volume = static_cast<int>(ambientConfig["distances"].Vector()[distance].Integer());
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return volume * (int)ambientConfig["volume"].Integer() * getVolume() / 10000;
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}
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void CSoundHandler::ambientStopSound(std::string soundId)
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{
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stopSound(ambientChannels[soundId]);
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setChannelVolume(ambientChannels[soundId], volume);
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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 CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
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{
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assert(soundID < soundBase::sound_after_last);
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auto sound = sounds[soundID];
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logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound);
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return playSound(sound, repeats, true);
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}
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int CSoundHandler::playSound(std::string sound, int repeats, bool cache)
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{
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if (!initialized || sound.empty())
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return -1;
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int channel;
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Mix_Chunk *chunk = GetSoundChunk(sound, cache);
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if (chunk)
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{
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channel = Mix_PlayChannel(-1, chunk, repeats);
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if (channel == -1)
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{
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logGlobal->error("Unable to play sound file %s , error %s", sound, Mix_GetError());
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if (!cache)
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Mix_FreeChunk(chunk);
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}
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else if (cache)
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callbacks[channel];
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else
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callbacks[channel] = [chunk](){ Mix_FreeChunk(chunk);};
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}
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else
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channel = -1;
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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 CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
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{
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return playSound(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault()));
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}
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void CSoundHandler::stopSound( int handler )
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{
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if (initialized && handler != -1)
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Mix_HaltChannel(handler);
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}
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// Sets the sound volume, from 0 (mute) to 100
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void CSoundHandler::setVolume(ui32 percent)
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{
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CAudioBase::setVolume(percent);
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if (initialized)
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setChannelVolume(-1, volume);
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}
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// Sets the sound volume, from 0 (mute) to 100
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void CSoundHandler::setChannelVolume(int channel, ui32 percent)
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{
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Mix_Volume(channel, (MIX_MAX_VOLUME * percent)/100);
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}
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void CSoundHandler::setCallback(int channel, std::function<void()> function)
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{
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std::map<int, std::function<void()> >::iterator iter;
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iter = callbacks.find(channel);
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//channel not found. It may have finished so fire callback now
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if(iter == callbacks.end())
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function();
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else
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iter->second = function;
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}
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void CSoundHandler::soundFinishedCallback(int channel)
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{
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std::map<int, std::function<void()> >::iterator iter;
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iter = callbacks.find(channel);
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if (iter == callbacks.end())
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return;
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auto callback = std::move(iter->second);
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callbacks.erase(iter);
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if (callback)
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callback();
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}
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int CSoundHandler::ambientGetRange() const
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{
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return static_cast<int>(ambientConfig["range"].Integer());
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}
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bool CSoundHandler::ambientCheckVisitable() const
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{
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return !allTilesSource;
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}
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void CSoundHandler::ambientUpdateChannels(std::map<std::string, int> soundsArg)
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{
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boost::mutex::scoped_lock guard(mutex);
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std::vector<std::string> stoppedSounds;
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for(auto & pair : ambientChannels)
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{
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if(!vstd::contains(soundsArg, pair.first))
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{
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ambientStopSound(pair.first);
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stoppedSounds.push_back(pair.first);
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}
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else
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{
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CCS->soundh->setChannelVolume(pair.second, ambientDistToVolume(soundsArg[pair.first]));
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}
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}
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for(auto soundId : stoppedSounds)
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ambientChannels.erase(soundId);
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for(auto & pair : soundsArg)
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{
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if(!vstd::contains(ambientChannels, pair.first))
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{
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int channel = CCS->soundh->playSound(pair.first, -1);
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CCS->soundh->setChannelVolume(channel, ambientDistToVolume(pair.second));
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CCS->soundh->ambientChannels.insert(std::make_pair(pair.first, channel));
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}
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}
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}
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void CSoundHandler::ambientStopAllChannels()
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{
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boost::mutex::scoped_lock guard(mutex);
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for(auto ch : ambientChannels)
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{
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ambientStopSound(ch.first);
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}
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ambientChannels.clear();
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}
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void CMusicHandler::onVolumeChange(const JsonNode &volumeNode)
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{
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setVolume((ui32)volumeNode.Float());
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}
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CMusicHandler::CMusicHandler():
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listener(settings.listen["general"]["music"])
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{
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listener(std::bind(&CMusicHandler::onVolumeChange, this, _1));
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auto mp3files = CResourceHandler::get()->getFilteredFiles([](const ResourceID & id) -> bool
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{
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if(id.getType() != EResType::MUSIC)
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return false;
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if(!boost::algorithm::istarts_with(id.getName(), "MUSIC/"))
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return false;
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logGlobal->trace("Found music file %s", id.getName());
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return true;
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});
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for(const ResourceID & file : mp3files)
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{
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if(boost::algorithm::istarts_with(file.getName(), "MUSIC/Combat"))
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addEntryToSet("battle", file.getName(), file.getName());
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else if(boost::algorithm::istarts_with(file.getName(), "MUSIC/AITheme"))
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addEntryToSet("enemy-turn", file.getName(), file.getName());
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}
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}
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void CMusicHandler::loadTerrainSounds()
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{
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for (const auto & terrain : CGI->terrainTypeHandler->terrains())
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{
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addEntryToSet("terrain", terrain.name, "Music/" + terrain.musicFilename);
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}
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}
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void CMusicHandler::addEntryToSet(const std::string & set, const std::string & musicID, const std::string & musicURI)
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{
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musicsSet[set][musicID] = musicURI;
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}
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void CMusicHandler::init()
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{
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CAudioBase::init();
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if (initialized)
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Mix_HookMusicFinished(musicFinishedCallbackC);
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}
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void CMusicHandler::release()
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{
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if (initialized)
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{
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boost::mutex::scoped_lock guard(mutex);
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Mix_HookMusicFinished(nullptr);
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current.reset();
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next.reset();
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}
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CAudioBase::release();
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}
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void CMusicHandler::playMusic(const std::string & musicURI, bool loop)
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{
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if (current && current->isTrack(musicURI))
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return;
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queueNext(this, "", musicURI, loop);
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}
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void CMusicHandler::playMusicFromSet(const std::string & whichSet, bool loop)
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{
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auto selectedSet = musicsSet.find(whichSet);
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if (selectedSet == musicsSet.end())
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{
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logGlobal->error("Error: playing music from non-existing set: %s", whichSet);
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return;
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}
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if (current && current->isSet(whichSet))
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return;
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// in this mode - play random track from set
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queueNext(this, whichSet, "", loop);
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}
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void CMusicHandler::playMusicFromSet(const std::string & whichSet, const std::string & entryID, bool loop)
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{
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auto selectedSet = musicsSet.find(whichSet);
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if (selectedSet == musicsSet.end())
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{
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logGlobal->error("Error: playing music from non-existing set: %s", whichSet);
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return;
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}
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auto selectedEntry = selectedSet->second.find(entryID);
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if (selectedEntry == selectedSet->second.end())
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{
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logGlobal->error("Error: playing non-existing entry %s from set: %s", entryID, whichSet);
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return;
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}
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if (current && current->isTrack(selectedEntry->second))
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return;
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// in this mode - play specific track from set
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queueNext(this, "", selectedEntry->second, loop);
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}
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void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued)
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{
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if (!initialized)
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return;
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boost::mutex::scoped_lock guard(mutex);
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next = std::move(queued);
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if (current.get() == nullptr || !current->stop(1000))
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{
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current.reset(next.release());
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current->play();
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}
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}
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void CMusicHandler::queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped)
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{
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try
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{
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queueNext(make_unique<MusicEntry>(owner, setName, musicURI, looped));
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}
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catch(std::exception &e)
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{
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logGlobal->error("Failed to queue music. setName=%s\tmusicURI=%s", setName, musicURI);
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logGlobal->error("Exception: %s", e.what());
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}
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}
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void CMusicHandler::stopMusic(int fade_ms)
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{
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if (!initialized)
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return;
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boost::mutex::scoped_lock guard(mutex);
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if (current.get() != nullptr)
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current->stop(fade_ms);
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next.reset();
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}
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void CMusicHandler::setVolume(ui32 percent)
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{
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CAudioBase::setVolume(percent);
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if (initialized)
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Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
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}
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void CMusicHandler::musicFinishedCallback()
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{
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boost::mutex::scoped_lock guard(mutex);
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if (current.get() != nullptr)
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{
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//return if current music still not finished
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if (current->play())
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return;
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else
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current.reset();
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}
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if (current.get() == nullptr && next.get() != nullptr)
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{
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current.reset(next.release());
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current->play();
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}
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}
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MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped):
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owner(owner),
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music(nullptr),
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loop(looped ? -1 : 1),
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setName(std::move(setName))
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{
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if (!musicURI.empty())
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load(std::move(musicURI));
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}
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MusicEntry::~MusicEntry()
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{
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logGlobal->trace("Del-ing music file %s", currentName);
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if (music)
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Mix_FreeMusic(music);
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}
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void MusicEntry::load(std::string musicURI)
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{
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if (music)
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{
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logGlobal->trace("Del-ing music file %s", currentName);
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Mix_FreeMusic(music);
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music = nullptr;
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}
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currentName = musicURI;
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logGlobal->trace("Loading music file %s", musicURI);
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auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(ResourceID(std::move(musicURI), EResType::MUSIC)));
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music = Mix_LoadMUS_RW(musicFile, SDL_TRUE);
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if(!music)
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{
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logGlobal->warn("Warning: Cannot open %s: %s", currentName, Mix_GetError());
|
|
return;
|
|
}
|
|
}
|
|
|
|
bool MusicEntry::play()
|
|
{
|
|
if (!(loop--) && music) //already played once - return
|
|
return false;
|
|
|
|
if (!setName.empty())
|
|
{
|
|
const auto & set = owner->musicsSet[setName];
|
|
load(RandomGeneratorUtil::nextItem(set, CRandomGenerator::getDefault())->second);
|
|
}
|
|
|
|
logGlobal->trace("Playing music file %s", currentName);
|
|
if(Mix_PlayMusic(music, 1) == -1)
|
|
{
|
|
logGlobal->error("Unable to play music (%s)", Mix_GetError());
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool MusicEntry::stop(int fade_ms)
|
|
{
|
|
if (Mix_PlayingMusic())
|
|
{
|
|
logGlobal->trace("Stopping music file %s", currentName);
|
|
loop = 0;
|
|
Mix_FadeOutMusic(fade_ms);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool MusicEntry::isSet(std::string set)
|
|
{
|
|
return !setName.empty() && set == setName;
|
|
}
|
|
|
|
bool MusicEntry::isTrack(std::string track)
|
|
{
|
|
return setName.empty() && track == currentName;
|
|
}
|