CMusicHandler.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include <boost/bimap.hpp>
  3. #include <SDL_mixer.h>
  4. #include "CMusicHandler.h"
  5. #include "../lib/CCreatureHandler.h"
  6. #include "../lib/CSpellHandler.h"
  7. #include "../client/CGameInfo.h"
  8. #include "../lib/JsonNode.h"
  9. #include "../lib/GameConstants.h"
  10. #include "../lib/Filesystem/CResourceLoader.h"
  11. /*
  12. * CMusicHandler.cpp, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. using namespace boost::assign;
  21. static boost::bimap<soundBase::soundID, std::string> sounds;
  22. // Not pretty, but there's only one music handler object in the game.
  23. static void soundFinishedCallbackC(int channel)
  24. {
  25. CCS->soundh->soundFinishedCallback(channel);
  26. }
  27. static void musicFinishedCallbackC(void)
  28. {
  29. CCS->musich->musicFinishedCallback();
  30. }
  31. void CAudioBase::init()
  32. {
  33. if (initialized)
  34. return;
  35. if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
  36. {
  37. tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
  38. return;
  39. }
  40. initialized = true;
  41. }
  42. void CAudioBase::release()
  43. {
  44. if (initialized)
  45. {
  46. Mix_CloseAudio();
  47. initialized = false;
  48. }
  49. }
  50. void CAudioBase::setVolume(ui32 percent)
  51. {
  52. if (percent > 100)
  53. percent = 100;
  54. volume = percent;
  55. }
  56. void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
  57. {
  58. setVolume(volumeNode.Float());
  59. }
  60. CSoundHandler::CSoundHandler():
  61. listener(settings.listen["general"]["sound"])
  62. {
  63. listener(boost::bind(&CSoundHandler::onVolumeChange, this, _1));
  64. // Map sound names
  65. #define VCMI_SOUND_NAME(x) ( soundBase::x,
  66. #define VCMI_SOUND_FILE(y) #y )
  67. sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
  68. VCMI_SOUND_LIST;
  69. #undef VCMI_SOUND_NAME
  70. #undef VCMI_SOUND_FILE
  71. // Vectors for helper(s)
  72. pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
  73. soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
  74. horseSounds += // must be the same order as terrains (see EterrainType);
  75. soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
  76. soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
  77. soundBase::horseSubterranean, soundBase::horseLava,
  78. soundBase::horseWater, soundBase::horseRock;
  79. battleIntroSounds += soundBase::battle00, soundBase::battle01,
  80. soundBase::battle02, soundBase::battle03, soundBase::battle04,
  81. soundBase::battle05, soundBase::battle06, soundBase::battle07;
  82. };
  83. void CSoundHandler::init()
  84. {
  85. CAudioBase::init();
  86. if (initialized)
  87. {
  88. // Load sounds
  89. Mix_ChannelFinished(soundFinishedCallbackC);
  90. }
  91. }
  92. void CSoundHandler::release()
  93. {
  94. if (initialized)
  95. {
  96. Mix_HaltChannel(-1);
  97. std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
  98. for (it=soundChunks.begin(); it != soundChunks.end(); it++)
  99. {
  100. if (it->second)
  101. Mix_FreeChunk(it->second);
  102. }
  103. }
  104. CAudioBase::release();
  105. }
  106. // Allocate an SDL chunk and cache it.
  107. Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
  108. {
  109. // Find its name
  110. boost::bimap<soundBase::soundID, std::string>::left_iterator it;
  111. it = sounds.left.find(soundID);
  112. if (it == sounds.left.end())
  113. return nullptr;
  114. // Load and insert
  115. try
  116. {
  117. auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + it->second, EResType::SOUND));
  118. SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
  119. Mix_Chunk *chunk;
  120. chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
  121. soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
  122. return chunk;
  123. }
  124. catch(std::exception &e)
  125. {
  126. tlog3 << "Cannot get sound " << soundID << " chunk: " << e.what() << "\n";
  127. return nullptr;
  128. }
  129. }
  130. // Get a soundID given a filename
  131. soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
  132. {
  133. boost::bimap<soundBase::soundID, std::string>::right_iterator it;
  134. it = sounds.right.find(fileName);
  135. if (it == sounds.right.end())
  136. return soundBase::invalid;
  137. else
  138. return it->second;
  139. }
  140. void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
  141. {
  142. tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
  143. const JsonNode config(ResourceID("config/cr_sounds.json"));
  144. CBattleSounds.resize(creatures.size());
  145. if (!config["creature_sounds"].isNull()) {
  146. BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector()) {
  147. const JsonNode *value;
  148. int id;
  149. value = &node["name"];
  150. bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
  151. if (i != CGI->creh->nameToID.end())
  152. id = i->second;
  153. else
  154. {
  155. tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
  156. continue;
  157. }
  158. /* This is a bit ugly. Maybe we should use an array for
  159. * sound ids instead of separate variables and define
  160. * attack/defend/killed/... as indexes. */
  161. #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
  162. GET_SOUND_VALUE(attack);
  163. GET_SOUND_VALUE(defend);
  164. GET_SOUND_VALUE(killed);
  165. GET_SOUND_VALUE(move);
  166. GET_SOUND_VALUE(shoot);
  167. GET_SOUND_VALUE(wince);
  168. GET_SOUND_VALUE(ext1);
  169. GET_SOUND_VALUE(ext2);
  170. GET_SOUND_VALUE(startMoving);
  171. GET_SOUND_VALUE(endMoving);
  172. #undef GET_SOUND_VALUE
  173. }
  174. }
  175. //commented to avoid spurious warnings
  176. /*
  177. // Find creatures without sounds
  178. for(ui32 i=0;i<creatures.size();i++)
  179. {
  180. // Note: this will exclude war machines, but it's better
  181. // than nothing.
  182. if (vstd::contains(CGI->creh->notUsedMonsters, i))
  183. continue;
  184. CCreature &c = creatures[i];
  185. if (c.sounds.killed == soundBase::invalid)
  186. tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
  187. }*/
  188. }
  189. void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
  190. {
  191. const JsonNode config(ResourceID("config/sp_sounds.json"));
  192. if (!config["spell_sounds"].isNull()) {
  193. BOOST_FOREACH(const JsonNode &node, config["spell_sounds"].Vector()) {
  194. int spellid = node["id"].Float();
  195. const CSpell *s = CGI->spellh->spells[spellid];
  196. if (vstd::contains(spellSounds, s))
  197. tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
  198. soundBase::soundID sound = getSoundID(node["soundfile"].String());
  199. if (sound == soundBase::invalid)
  200. tlog0 << "Error: invalid sound for id "<< spellid << "\n";
  201. spellSounds[s] = sound;
  202. }
  203. }
  204. }
  205. // Plays a sound, and return its channel so we can fade it out later
  206. int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
  207. {
  208. if (!initialized)
  209. return -1;
  210. int channel;
  211. Mix_Chunk *chunk = GetSoundChunk(soundID);
  212. if (chunk)
  213. {
  214. channel = Mix_PlayChannel(-1, chunk, repeats);
  215. if (channel == -1)
  216. tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
  217. else
  218. callbacks[channel];//insert empty callback
  219. }
  220. else
  221. {
  222. channel = -1;
  223. }
  224. return channel;
  225. }
  226. // Helper. Randomly select a sound from an array and play it
  227. int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
  228. {
  229. return playSound(sound_vec[rand() % sound_vec.size()]);
  230. }
  231. void CSoundHandler::stopSound( int handler )
  232. {
  233. if (initialized && handler != -1)
  234. Mix_HaltChannel(handler);
  235. }
  236. // Sets the sound volume, from 0 (mute) to 100
  237. void CSoundHandler::setVolume(ui32 percent)
  238. {
  239. CAudioBase::setVolume(percent);
  240. if (initialized)
  241. Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
  242. }
  243. void CSoundHandler::setCallback(int channel, boost::function<void()> function)
  244. {
  245. std::map<int, boost::function<void()> >::iterator iter;
  246. iter = callbacks.find(channel);
  247. //channel not found. It may have finished so fire callback now
  248. if(iter == callbacks.end())
  249. function();
  250. else
  251. iter->second = function;
  252. }
  253. void CSoundHandler::soundFinishedCallback(int channel)
  254. {
  255. std::map<int, boost::function<void()> >::iterator iter;
  256. iter = callbacks.find(channel);
  257. assert(iter != callbacks.end());
  258. if (iter->second)
  259. iter->second();
  260. callbacks.erase(iter);
  261. }
  262. void CMusicHandler::onVolumeChange(const JsonNode &volumeNode)
  263. {
  264. setVolume(volumeNode.Float());
  265. }
  266. CMusicHandler::CMusicHandler():
  267. listener(settings.listen["general"]["music"])
  268. {
  269. listener(boost::bind(&CMusicHandler::onVolumeChange, this, _1));
  270. // Map music IDs
  271. // Vectors for helper
  272. const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
  273. const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
  274. const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
  275. auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
  276. {
  277. for (size_t i=0; i < amount; i++)
  278. addEntryToSet(setName, i, std::string("music/") + list[i]);
  279. };
  280. fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
  281. fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
  282. fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
  283. }
  284. void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)
  285. {
  286. musicsSet[set][musicID] = musicURI;
  287. }
  288. void CMusicHandler::init()
  289. {
  290. CAudioBase::init();
  291. if (initialized)
  292. Mix_HookMusicFinished(musicFinishedCallbackC);
  293. }
  294. void CMusicHandler::release()
  295. {
  296. if (initialized)
  297. {
  298. boost::mutex::scoped_lock guard(musicMutex);
  299. Mix_HookMusicFinished(NULL);
  300. current.reset();
  301. next.reset();
  302. }
  303. CAudioBase::release();
  304. }
  305. void CMusicHandler::playMusic(std::string musicURI, bool loop)
  306. {
  307. if (current && current->isTrack( musicURI))
  308. return;
  309. queueNext(new MusicEntry(this, "", musicURI, loop));
  310. }
  311. void CMusicHandler::playMusicFromSet(std::string whichSet, bool loop)
  312. {
  313. auto selectedSet = musicsSet.find(whichSet);
  314. if (selectedSet == musicsSet.end())
  315. {
  316. tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
  317. return;
  318. }
  319. if (current && current->isSet(whichSet))
  320. return;
  321. queueNext(new MusicEntry(this, whichSet, "", loop));
  322. }
  323. void CMusicHandler::playMusicFromSet(std::string whichSet, int entryID, bool loop)
  324. {
  325. auto selectedSet = musicsSet.find(whichSet);
  326. if (selectedSet == musicsSet.end())
  327. {
  328. tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
  329. return;
  330. }
  331. auto selectedEntry = selectedSet->second.find(entryID);
  332. if (selectedEntry == selectedSet->second.end())
  333. {
  334. tlog0 << "Error: playing non-existing entry " << entryID << " from set: " << whichSet << "\n";
  335. return;
  336. }
  337. if (current && current->isTrack( selectedEntry->second))
  338. return;
  339. queueNext(new MusicEntry(this, "", selectedEntry->second, loop));
  340. }
  341. void CMusicHandler::queueNext(MusicEntry *queued)
  342. {
  343. if (!initialized)
  344. return;
  345. boost::mutex::scoped_lock guard(musicMutex);
  346. next.reset(queued);
  347. if (current.get() == nullptr || !current->stop(1000))
  348. {
  349. current.reset(next.release());
  350. current->play();
  351. }
  352. }
  353. void CMusicHandler::stopMusic(int fade_ms)
  354. {
  355. if (!initialized)
  356. return;
  357. boost::mutex::scoped_lock guard(musicMutex);
  358. if (current.get() != NULL)
  359. current->stop(fade_ms);
  360. next.reset();
  361. }
  362. void CMusicHandler::setVolume(ui32 percent)
  363. {
  364. CAudioBase::setVolume(percent);
  365. if (initialized)
  366. Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
  367. }
  368. void CMusicHandler::musicFinishedCallback(void)
  369. {
  370. boost::mutex::scoped_lock guard(musicMutex);
  371. if (current.get() != NULL)
  372. {
  373. //return if current music still not finished
  374. if (current->play())
  375. return;
  376. else
  377. current.reset();
  378. }
  379. if (current.get() == NULL && next.get() != NULL)
  380. {
  381. current.reset(next.release());
  382. current->play();
  383. }
  384. }
  385. MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped):
  386. owner(owner),
  387. music(nullptr),
  388. loop(looped ? -1 : 1),
  389. setName(setName)
  390. {
  391. if (!musicURI.empty())
  392. load(musicURI);
  393. }
  394. MusicEntry::~MusicEntry()
  395. {
  396. tlog5<<"Del-ing music file "<<currentName<<"\n";
  397. if (music)
  398. Mix_FreeMusic(music);
  399. }
  400. void MusicEntry::load(std::string musicURI)
  401. {
  402. if (music)
  403. {
  404. tlog5<<"Del-ing music file "<<currentName<<"\n";
  405. Mix_FreeMusic(music);
  406. }
  407. currentName = musicURI;
  408. tlog5<<"Loading music file "<<musicURI<<"\n";
  409. music = Mix_LoadMUS(CResourceHandler::get()->getResourceName(ResourceID(musicURI, EResType::MUSIC)).c_str());
  410. if(!music)
  411. {
  412. tlog3 << "Warning: Cannot open " << currentName << ": " << Mix_GetError() << std::endl;
  413. return;
  414. }
  415. #ifdef _WIN32
  416. //The assertion will fail if old MSVC libraries pack .dll is used
  417. assert(Mix_GetMusicType(music) != MUS_MP3);
  418. #endif
  419. }
  420. bool MusicEntry::play()
  421. {
  422. if (!(loop--) && music) //already played once - return
  423. return false;
  424. if (!setName.empty())
  425. {
  426. auto set = owner->musicsSet[setName];
  427. size_t entryID = rand() % set.size();
  428. auto iterator = set.begin();
  429. std::advance(iterator, entryID);
  430. load(iterator->second);
  431. }
  432. tlog5<<"Playing music file "<<currentName<<"\n";
  433. if(Mix_PlayMusic(music, 1) == -1)
  434. {
  435. tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
  436. return false;
  437. }
  438. return true;
  439. }
  440. bool MusicEntry::stop(int fade_ms)
  441. {
  442. if (Mix_PlayingMusic())
  443. {
  444. tlog5<<"Stoping music file "<<currentName<<"\n";
  445. loop = 0;
  446. Mix_FadeOutMusic(fade_ms);
  447. return true;
  448. }
  449. return false;
  450. }
  451. bool MusicEntry::isSet(std::string set)
  452. {
  453. return !setName.empty() && set == setName;
  454. }
  455. bool MusicEntry::isTrack(std::string track)
  456. {
  457. return setName.empty() && track == currentName;
  458. }