| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394 | 
							- /*
 
-  * CMusicHandler.cpp, 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
 
-  *
 
-  */
 
- #include "StdInc.h"
 
- #include "CSoundHandler.h"
 
- #include "../gui/CGuiHandler.h"
 
- #include "../CGameInfo.h"
 
- #include "../lib/filesystem/Filesystem.h"
 
- #include "../lib/CRandomGenerator.h"
 
- #include <SDL_mixer.h>
 
- #define VCMI_SOUND_NAME(x)
 
- #define VCMI_SOUND_FILE(y) #y,
 
- // sounds mapped to soundBase enum
 
- static const std::string soundsList[] = {
 
- 	"", // invalid
 
- 	"", // todo
 
- 	VCMI_SOUND_LIST
 
- };
 
- #undef VCMI_SOUND_NAME
 
- #undef VCMI_SOUND_FILE
 
- void CSoundHandler::onVolumeChange(const JsonNode & volumeNode)
 
- {
 
- 	setVolume(volumeNode.Integer());
 
- }
 
- CSoundHandler::CSoundHandler():
 
- 	listener(settings.listen["general"]["sound"]),
 
- 	ambientConfig(JsonPath::builtin("config/ambientSounds.json"))
 
- {
 
- 	listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
 
- 	if(ambientConfig["allocateChannels"].isNumber())
 
- 		Mix_AllocateChannels(ambientConfig["allocateChannels"].Integer());
 
- 	if(isInitialized())
 
- 	{
 
- 		Mix_ChannelFinished([](int channel)
 
- 		{
 
- 			if (CCS)
 
- 			{
 
- 				CCS->soundh->soundFinishedCallback(channel);
 
- 			}
 
- 		});
 
- 	}
 
- }
 
- CSoundHandler::~CSoundHandler()
 
- {
 
- 	if(isInitialized())
 
- 	{
 
- 		Mix_HaltChannel(-1);
 
- 		for(auto & chunk : soundChunks)
 
- 		{
 
- 			if(chunk.second.first)
 
- 				Mix_FreeChunk(chunk.second.first);
 
- 		}
 
- 	}
 
- }
 
- // Allocate an SDL chunk and cache it.
 
- Mix_Chunk * CSoundHandler::GetSoundChunk(const AudioPath & sound, bool cache)
 
- {
 
- 	try
 
- 	{
 
- 		if(cache && soundChunks.find(sound) != soundChunks.end())
 
- 			return soundChunks[sound].first;
 
- 		auto data = CResourceHandler::get()->load(sound.addPrefix("SOUNDS/"))->readAll();
 
- 		SDL_RWops * ops = SDL_RWFromMem(data.first.get(), data.second);
 
- 		Mix_Chunk * chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
 
- 		if(cache)
 
- 			soundChunks.insert({sound, std::make_pair(chunk, std::move(data.first))});
 
- 		return chunk;
 
- 	}
 
- 	catch(std::exception & e)
 
- 	{
 
- 		logGlobal->warn("Cannot get sound %s chunk: %s", sound.getOriginalName(), e.what());
 
- 		return nullptr;
 
- 	}
 
- }
 
- Mix_Chunk * CSoundHandler::GetSoundChunk(std::pair<std::unique_ptr<ui8[]>, si64> & data, bool cache)
 
- {
 
- 	try
 
- 	{
 
- 		std::vector<ui8> startBytes = std::vector<ui8>(data.first.get(), data.first.get() + std::min(static_cast<si64>(100), data.second));
 
- 		if(cache && soundChunksRaw.find(startBytes) != soundChunksRaw.end())
 
- 			return soundChunksRaw[startBytes].first;
 
- 		SDL_RWops * ops = SDL_RWFromMem(data.first.get(), data.second);
 
- 		Mix_Chunk * chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
 
- 		if(cache)
 
- 			soundChunksRaw.insert({startBytes, std::make_pair(chunk, std::move(data.first))});
 
- 		return chunk;
 
- 	}
 
- 	catch(std::exception & e)
 
- 	{
 
- 		logGlobal->warn("Cannot get sound chunk: %s", e.what());
 
- 		return nullptr;
 
- 	}
 
- }
 
- int CSoundHandler::ambientDistToVolume(int distance) const
 
- {
 
- 	const auto & distancesVector = ambientConfig["distances"].Vector();
 
- 	if(distance >= distancesVector.size())
 
- 		return 0;
 
- 	int volumeByDistance = static_cast<int>(distancesVector[distance].Integer());
 
- 	return volumeByDistance * ambientConfig["volume"].Integer() / 100;
 
- }
 
- void CSoundHandler::ambientStopSound(const AudioPath & soundId)
 
- {
 
- 	stopSound(ambientChannels[soundId]);
 
- 	setChannelVolume(ambientChannels[soundId], volume);
 
- }
 
- uint32_t CSoundHandler::getSoundDurationMilliseconds(const AudioPath & sound)
 
- {
 
- 	if(!isInitialized() || sound.empty())
 
- 		return 0;
 
- 	auto resourcePath = sound.addPrefix("SOUNDS/");
 
- 	if(!CResourceHandler::get()->existsResource(resourcePath))
 
- 		return 0;
 
- 	auto data = CResourceHandler::get()->load(resourcePath)->readAll();
 
- 	uint32_t milliseconds = 0;
 
- 	Mix_Chunk * chunk = Mix_LoadWAV_RW(SDL_RWFromMem(data.first.get(), data.second), 1);
 
- 	int freq = 0;
 
- 	Uint16 fmt = 0;
 
- 	int channels = 0;
 
- 	if(!Mix_QuerySpec(&freq, &fmt, &channels))
 
- 		return 0;
 
- 	if(chunk != nullptr)
 
- 	{
 
- 		Uint32 sampleSizeBytes = (fmt & 0xFF) / 8;
 
- 		Uint32 samples = (chunk->alen / sampleSizeBytes);
 
- 		Uint32 frames = (samples / channels);
 
- 		milliseconds = ((frames * 1000) / freq);
 
- 		Mix_FreeChunk(chunk);
 
- 	}
 
- 	return milliseconds;
 
- }
 
- // Plays a sound, and return its channel so we can fade it out later
 
- int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
 
- {
 
- 	assert(soundID < soundBase::sound_after_last);
 
- 	auto sound = AudioPath::builtin(soundsList[soundID]);
 
- 	logGlobal->trace("Attempt to play sound %d with file name %s with cache", soundID, sound.getOriginalName());
 
- 	return playSound(sound, repeats, true);
 
- }
 
- int CSoundHandler::playSound(const AudioPath & sound, int repeats, bool cache)
 
- {
 
- 	if(!isInitialized() || sound.empty())
 
- 		return -1;
 
- 	int channel;
 
- 	Mix_Chunk * chunk = GetSoundChunk(sound, cache);
 
- 	if(chunk)
 
- 	{
 
- 		channel = Mix_PlayChannel(-1, chunk, repeats);
 
- 		if(channel == -1)
 
- 		{
 
- 			logGlobal->error("Unable to play sound file %s , error %s", sound.getOriginalName(), Mix_GetError());
 
- 			if(!cache)
 
- 				Mix_FreeChunk(chunk);
 
- 		}
 
- 		else if(cache)
 
- 			initCallback(channel);
 
- 		else
 
- 			initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);});
 
- 	}
 
- 	else
 
- 		channel = -1;
 
- 	return channel;
 
- }
 
- int CSoundHandler::playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data, int repeats, bool cache)
 
- {
 
- 	int channel = -1;
 
- 	if(Mix_Chunk * chunk = GetSoundChunk(data, cache))
 
- 	{
 
- 		channel = Mix_PlayChannel(-1, chunk, repeats);
 
- 		if(channel == -1)
 
- 		{
 
- 			logGlobal->error("Unable to play sound, error %s", Mix_GetError());
 
- 			if(!cache)
 
- 				Mix_FreeChunk(chunk);
 
- 		}
 
- 		else if(cache)
 
- 			initCallback(channel);
 
- 		else
 
- 			initCallback(channel, [chunk](){ Mix_FreeChunk(chunk);});
 
- 	}
 
- 	return channel;
 
- }
 
- // Helper. Randomly select a sound from an array and play it
 
- int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> & sound_vec)
 
- {
 
- 	return playSound(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault()));
 
- }
 
- void CSoundHandler::stopSound(int handler)
 
- {
 
- 	if(isInitialized() && handler != -1)
 
- 		Mix_HaltChannel(handler);
 
- }
 
- ui32 CSoundHandler::getVolume() const
 
- {
 
- 	return volume;
 
- }
 
- // Sets the sound volume, from 0 (mute) to 100
 
- void CSoundHandler::setVolume(ui32 percent)
 
- {
 
- 	volume = std::min(100u, percent);
 
- 	if(isInitialized())
 
- 	{
 
- 		setChannelVolume(-1, volume);
 
- 		for(const auto & channel : channelVolumes)
 
- 			updateChannelVolume(channel.first);
 
- 	}
 
- }
 
- void CSoundHandler::updateChannelVolume(int channel)
 
- {
 
- 	if(channelVolumes.count(channel))
 
- 		setChannelVolume(channel, getVolume() * channelVolumes[channel] / 100);
 
- 	else
 
- 		setChannelVolume(channel, getVolume());
 
- }
 
- // Sets the sound volume, from 0 (mute) to 100
 
- void CSoundHandler::setChannelVolume(int channel, ui32 percent)
 
- {
 
- 	Mix_Volume(channel, (MIX_MAX_VOLUME * percent) / 100);
 
- }
 
- void CSoundHandler::setCallback(int channel, std::function<void()> function)
 
- {
 
- 	boost::mutex::scoped_lock lockGuard(mutexCallbacks);
 
- 	auto iter = callbacks.find(channel);
 
- 	//channel not found. It may have finished so fire callback now
 
- 	if(iter == callbacks.end())
 
- 		function();
 
- 	else
 
- 		iter->second.push_back(function);
 
- }
 
- void CSoundHandler::resetCallback(int channel)
 
- {
 
- 	boost::mutex::scoped_lock lockGuard(mutexCallbacks);
 
- 	callbacks.erase(channel);
 
- }
 
- void CSoundHandler::soundFinishedCallback(int channel)
 
- {
 
- 	boost::mutex::scoped_lock lockGuard(mutexCallbacks);
 
- 	if(callbacks.count(channel) == 0)
 
- 		return;
 
- 	// store callbacks from container locally - SDL might reuse this channel for another sound
 
- 	// but do actually execution in separate thread, to avoid potential deadlocks in case if callback requires locks of its own
 
- 	auto callback = callbacks.at(channel);
 
- 	callbacks.erase(channel);
 
- 	if(!callback.empty())
 
- 	{
 
- 		GH.dispatchMainThread(
 
- 			[callback]()
 
- 			{
 
- 				for(const auto & entry : callback)
 
- 					entry();
 
- 			}
 
- 			);
 
- 	}
 
- }
 
- void CSoundHandler::initCallback(int channel)
 
- {
 
- 	boost::mutex::scoped_lock lockGuard(mutexCallbacks);
 
- 	assert(callbacks.count(channel) == 0);
 
- 	callbacks[channel] = {};
 
- }
 
- void CSoundHandler::initCallback(int channel, const std::function<void()> & function)
 
- {
 
- 	boost::mutex::scoped_lock lockGuard(mutexCallbacks);
 
- 	assert(callbacks.count(channel) == 0);
 
- 	callbacks[channel].push_back(function);
 
- }
 
- int CSoundHandler::ambientGetRange() const
 
- {
 
- 	return ambientConfig["range"].Integer();
 
- }
 
- void CSoundHandler::ambientUpdateChannels(std::map<AudioPath, int> soundsArg)
 
- {
 
- 	boost::mutex::scoped_lock guard(mutex);
 
- 	std::vector<AudioPath> stoppedSounds;
 
- 	for(const auto & pair : ambientChannels)
 
- 	{
 
- 		const auto & soundId = pair.first;
 
- 		const int channel = pair.second;
 
- 		if(!vstd::contains(soundsArg, soundId))
 
- 		{
 
- 			ambientStopSound(soundId);
 
- 			stoppedSounds.push_back(soundId);
 
- 		}
 
- 		else
 
- 		{
 
- 			int channelVolume = ambientDistToVolume(soundsArg[soundId]);
 
- 			channelVolumes[channel] = channelVolume;
 
- 			updateChannelVolume(channel);
 
- 		}
 
- 	}
 
- 	for(const auto & soundId : stoppedSounds)
 
- 	{
 
- 		channelVolumes.erase(ambientChannels[soundId]);
 
- 		ambientChannels.erase(soundId);
 
- 	}
 
- 	for(const auto & pair : soundsArg)
 
- 	{
 
- 		const auto & soundId = pair.first;
 
- 		const int distance = pair.second;
 
- 		if(!vstd::contains(ambientChannels, soundId))
 
- 		{
 
- 			int channel = playSound(soundId, -1);
 
- 			int channelVolume = ambientDistToVolume(distance);
 
- 			channelVolumes[channel] = channelVolume;
 
- 			updateChannelVolume(channel);
 
- 			ambientChannels[soundId] = channel;
 
- 		}
 
- 	}
 
- }
 
- void CSoundHandler::ambientStopAllChannels()
 
- {
 
- 	boost::mutex::scoped_lock guard(mutex);
 
- 	for(const auto & ch : ambientChannels)
 
- 	{
 
- 		ambientStopSound(ch.first);
 
- 	}
 
- 	channelVolumes.clear();
 
- 	ambientChannels.clear();
 
- }
 
 
  |