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vcmi/client/media/CSoundHandler.h
2024-10-30 00:35:50 +01:00

81 lines
2.5 KiB
C++

/*
* CSoundHandler.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 "CAudioBase.h"
#include "ISoundPlayer.h"
#include "../lib/CConfigHandler.h"
struct Mix_Chunk;
class CSoundHandler final : public CAudioBase, public ISoundPlayer
{
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;
boost::mutex mutex;
std::map<AudioPath, int> ambientChannels;
std::map<int, int> channelVolumes;
int volume = 0;
void initCallback(int channel, const std::function<void()> & function);
void initCallback(int channel);
public:
CSoundHandler();
~CSoundHandler();
ui32 getVolume() const final;
void setVolume(ui32 percent) final;
void setChannelVolume(int channel, ui32 percent);
// Sounds
uint32_t getSoundDurationMilliseconds(const AudioPath & sound) final;
int playSound(soundBase::soundID soundID, int repeats = 0) final;
int playSound(const AudioPath & sound, int repeats = 0, bool cache = false) final;
int playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data, int repeats = 0, bool cache = false) final;
int playSoundFromSet(std::vector<soundBase::soundID> & sound_vec) final;
void stopSound(int handler) final;
void pauseSound(int handler) final;
void resumeSound(int handler) final;
void setCallback(int channel, std::function<void()> function) final;
void resetCallback(int channel) final;
void soundFinishedCallback(int channel) final;
int ambientGetRange() const final;
void ambientUpdateChannels(std::map<AudioPath, int> currentSounds) final;
void ambientStopAllChannels() final;
};