mirror of
https://github.com/vcmi/vcmi.git
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cf0d08555b
Fixed a crash that could occur when closing the game.
389 lines
9.3 KiB
C++
389 lines
9.3 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 "CSoundHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../CGameInfo.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/CRandomGenerator.h"
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#include <SDL_mixer.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 const std::string soundsList[] = {
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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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void CSoundHandler::onVolumeChange(const JsonNode & volumeNode)
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{
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setVolume(volumeNode.Integer());
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}
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CSoundHandler::CSoundHandler():
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listener(settings.listen["general"]["sound"]),
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ambientConfig(JsonPath::builtin("config/ambientSounds.json"))
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{
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listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
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if(ambientConfig["allocateChannels"].isNumber())
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Mix_AllocateChannels(ambientConfig["allocateChannels"].Integer());
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if(isInitialized())
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{
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Mix_ChannelFinished([](int channel)
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{
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if (CCS)
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{
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CCS->soundh->soundFinishedCallback(channel);
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}
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});
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}
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}
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CSoundHandler::~CSoundHandler()
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{
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if(isInitialized())
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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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}
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// Allocate an SDL chunk and cache it.
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Mix_Chunk * CSoundHandler::GetSoundChunk(const AudioPath & 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(sound.addPrefix("SOUNDS/"))->readAll();
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SDL_RWops * ops = SDL_RWFromMem(data.first.get(), 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({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.getOriginalName(), e.what());
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return nullptr;
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}
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}
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Mix_Chunk * CSoundHandler::GetSoundChunk(std::pair<std::unique_ptr<ui8[]>, si64> & data, bool cache)
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{
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try
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{
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std::vector<ui8> startBytes = std::vector<ui8>(data.first.get(), data.first.get() + std::min(static_cast<si64>(100), data.second));
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if(cache && soundChunksRaw.find(startBytes) != soundChunksRaw.end())
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return soundChunksRaw[startBytes].first;
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SDL_RWops * ops = SDL_RWFromMem(data.first.get(), 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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soundChunksRaw.insert({startBytes, 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 chunk: %s", 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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const auto & distancesVector = ambientConfig["distances"].Vector();
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if(distance >= distancesVector.size())
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return 0;
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int volumeByDistance = static_cast<int>(distancesVector[distance].Integer());
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return volumeByDistance * ambientConfig["volume"].Integer() / 100;
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}
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void CSoundHandler::ambientStopSound(const AudioPath & 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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uint32_t CSoundHandler::getSoundDurationMilliseconds(const AudioPath & sound)
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{
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if(!isInitialized() || sound.empty())
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return 0;
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auto resourcePath = sound.addPrefix("SOUNDS/");
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if(!CResourceHandler::get()->existsResource(resourcePath))
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return 0;
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auto data = CResourceHandler::get()->load(resourcePath)->readAll();
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SDL_AudioSpec spec;
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uint32_t audioLen;
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uint8_t * audioBuf;
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uint32_t milliseconds = 0;
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if(SDL_LoadWAV_RW(SDL_RWFromMem(data.first.get(), data.second), 1, &spec, &audioBuf, &audioLen) != nullptr)
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{
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SDL_FreeWAV(audioBuf);
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uint32_t sampleSize = SDL_AUDIO_BITSIZE(spec.format) / 8;
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uint32_t sampleCount = audioLen / sampleSize;
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uint32_t sampleLen = sampleCount / spec.channels;
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milliseconds = 1000 * sampleLen / spec.freq;
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}
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return milliseconds;
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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 = AudioPath::builtin(soundsList[soundID]);
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logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound.getOriginalName());
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return playSound(sound, repeats, true);
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}
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int CSoundHandler::playSound(const AudioPath & sound, int repeats, bool cache)
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{
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if(!isInitialized() || 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.getOriginalName(), 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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initCallback(channel);
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else
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initCallback(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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int CSoundHandler::playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data, int repeats, bool cache)
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{
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int channel = -1;
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if(Mix_Chunk * chunk = GetSoundChunk(data, cache))
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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, error %s", 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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initCallback(channel);
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else
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initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);});
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}
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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(isInitialized() && handler != -1)
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Mix_HaltChannel(handler);
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}
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ui32 CSoundHandler::getVolume() const
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{
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return volume;
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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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volume = std::min(100u, percent);
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if(isInitialized())
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{
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setChannelVolume(-1, volume);
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for(const auto & channel : channelVolumes)
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updateChannelVolume(channel.first);
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}
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}
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void CSoundHandler::updateChannelVolume(int channel)
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{
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if(channelVolumes.count(channel))
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setChannelVolume(channel, getVolume() * channelVolumes[channel] / 100);
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else
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setChannelVolume(channel, getVolume());
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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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boost::mutex::scoped_lock lockGuard(mutexCallbacks);
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auto 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.push_back(function);
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}
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void CSoundHandler::resetCallback(int channel)
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{
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boost::mutex::scoped_lock lockGuard(mutexCallbacks);
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callbacks.erase(channel);
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}
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void CSoundHandler::soundFinishedCallback(int channel)
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{
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boost::mutex::scoped_lock lockGuard(mutexCallbacks);
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if(callbacks.count(channel) == 0)
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return;
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// store callbacks from container locally - SDL might reuse this channel for another sound
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// but do actually execution in separate thread, to avoid potential deadlocks in case if callback requires locks of its own
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auto callback = callbacks.at(channel);
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callbacks.erase(channel);
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if(!callback.empty())
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{
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GH.dispatchMainThread(
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[callback]()
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{
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for(const auto & entry : callback)
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entry();
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}
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);
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}
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}
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void CSoundHandler::initCallback(int channel)
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{
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boost::mutex::scoped_lock lockGuard(mutexCallbacks);
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assert(callbacks.count(channel) == 0);
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callbacks[channel] = {};
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}
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void CSoundHandler::initCallback(int channel, const std::function<void()> & function)
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{
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boost::mutex::scoped_lock lockGuard(mutexCallbacks);
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assert(callbacks.count(channel) == 0);
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callbacks[channel].push_back(function);
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}
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int CSoundHandler::ambientGetRange() const
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{
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return ambientConfig["range"].Integer();
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}
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void CSoundHandler::ambientUpdateChannels(std::map<AudioPath, int> soundsArg)
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{
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boost::mutex::scoped_lock guard(mutex);
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std::vector<AudioPath> stoppedSounds;
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for(const auto & pair : ambientChannels)
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{
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const auto & soundId = pair.first;
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const int channel = pair.second;
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if(!vstd::contains(soundsArg, soundId))
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{
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ambientStopSound(soundId);
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stoppedSounds.push_back(soundId);
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}
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else
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{
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int channelVolume = ambientDistToVolume(soundsArg[soundId]);
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channelVolumes[channel] = channelVolume;
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updateChannelVolume(channel);
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}
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}
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for(const auto & soundId : stoppedSounds)
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{
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channelVolumes.erase(ambientChannels[soundId]);
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ambientChannels.erase(soundId);
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}
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for(const auto & pair : soundsArg)
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{
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const auto & soundId = pair.first;
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const int distance = pair.second;
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if(!vstd::contains(ambientChannels, soundId))
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{
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int channel = playSound(soundId, -1);
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int channelVolume = ambientDistToVolume(distance);
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channelVolumes[channel] = channelVolume;
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updateChannelVolume(channel);
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ambientChannels[soundId] = 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(const auto & ch : ambientChannels)
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{
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ambientStopSound(ch.first);
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}
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channelVolumes.clear();
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ambientChannels.clear();
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}
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