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vcmi/client/CMusicHandler.h

171 lines
5.0 KiB
C++

/*
* 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
*
*/
#pragma once
#include "../lib/CConfigHandler.h"
#include "../lib/CSoundBase.h"
struct _Mix_Music;
struct SDL_RWops;
using Mix_Music = struct _Mix_Music;
struct Mix_Chunk;
class CAudioBase {
protected:
boost::mutex mutex;
bool initialized;
int volume; // from 0 (mute) to 100
CAudioBase(): initialized(false), volume(0) {};
~CAudioBase() = default;
public:
virtual void init() = 0;
virtual void release() = 0;
virtual void setVolume(ui32 percent);
ui32 getVolume() const { return volume; };
};
class CSoundHandler final : public CAudioBase
{
private:
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
std::map<AudioPath, CachedChunk> soundChunks;
std::map<std::vector<ui8>, CachedChunk> soundChunksRaw;
Mix_Chunk *GetSoundChunk(const AudioPath & sound, bool cache);
Mix_Chunk *GetSoundChunk(std::pair<std::unique_ptr<ui8 []>, si64> & data, bool cache);
/// have entry for every currently active channel
/// vector will be empty if callback was not set
std::map<int, std::vector<std::function<void()>> > callbacks;
/// Protects access to callbacks member to avoid data races:
/// SDL calls sound finished callbacks from audio thread
boost::mutex mutexCallbacks;
int ambientDistToVolume(int distance) const;
void ambientStopSound(const AudioPath & soundId);
void updateChannelVolume(int channel);
const JsonNode ambientConfig;
std::map<AudioPath, int> ambientChannels;
std::map<int, int> channelVolumes;
void initCallback(int channel, const std::function<void()> & function);
void initCallback(int channel);
public:
CSoundHandler();
void init() override;
void release() override;
void setVolume(ui32 percent) override;
void setChannelVolume(int channel, ui32 percent);
// Sounds
uint32_t getSoundDurationMilliseconds(const AudioPath & sound);
int playSound(soundBase::soundID soundID, int repeats=0);
int playSound(const AudioPath & sound, int repeats=0, bool cache=false);
int playSound(std::pair<std::unique_ptr<ui8 []>, si64> & data, int repeats=0, bool cache=false);
int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
void stopSound(int handler);
void setCallback(int channel, std::function<void()> function);
void resetCallback(int channel);
void soundFinishedCallback(int channel);
int ambientGetRange() const;
void ambientUpdateChannels(std::map<AudioPath, int> currentSounds);
void ambientStopAllChannels();
// Sets
std::vector<soundBase::soundID> battleIntroSounds;
};
class CMusicHandler;
//Class for handling one music file
class MusicEntry
{
CMusicHandler *owner;
Mix_Music *music;
int loop; // -1 = indefinite
bool fromStart;
bool playing;
uint32_t startTime;
uint32_t startPosition;
//if not null - set from which music will be randomly selected
std::string setName;
AudioPath currentName;
void load(const AudioPath & musicURI);
public:
MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
~MusicEntry();
bool isSet(std::string setName);
bool isTrack(const AudioPath & trackName);
bool isPlaying();
bool play();
bool stop(int fade_ms=0);
};
class CMusicHandler final: public CAudioBase
{
private:
//update volume on configuration change
SettingsListener listener;
void onVolumeChange(const JsonNode &volumeNode);
std::unique_ptr<MusicEntry> current;
std::unique_ptr<MusicEntry> next;
void queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
void queueNext(std::unique_ptr<MusicEntry> queued);
void musicFinishedCallback();
/// map <set name> -> <list of URI's to tracks belonging to the said set>
std::map<std::string, std::vector<AudioPath>> musicsSet;
/// stored position, in seconds at which music player should resume playing this track
std::map<AudioPath, float> trackPositions;
public:
CMusicHandler();
/// add entry with URI musicURI in set. Track will have ID musicID
void addEntryToSet(const std::string & set, const AudioPath & musicURI);
void init() override;
void loadTerrainMusicThemes();
void release() override;
void setVolume(ui32 percent) override;
/// play track by URI, if loop = true music will be looped
void playMusic(const AudioPath & musicURI, bool loop, bool fromStart);
/// play random track from this set
void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart);
/// play random track from set (musicSet, entryID)
void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart);
/// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
void stopMusic(int fade_ms=1000);
friend class MusicEntry;
};