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- /*
- * 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;
- };
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