CMusicHandler.cpp 6.0 KB

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  1. #include "../stdafx.h"
  2. #include <boost/assign/std/vector.hpp>
  3. #include <boost/assign/list_of.hpp>
  4. #include <SDL_mixer.h>
  5. #include "CSndHandler.h"
  6. #include "CMusicHandler.h"
  7. /*
  8. * CMusicHandler.cpp, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. using namespace boost::assign;
  17. void CMusicHandler::initMusics()
  18. {
  19. if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
  20. {
  21. printf("Mix_OpenAudio error: %s!!!\n", Mix_GetError());
  22. return;
  23. }
  24. atexit(Mix_CloseAudio);
  25. // Map sound names
  26. #define VCMI_SOUND_NAME(x) ( soundBase::x,
  27. #define VCMI_SOUND_FILE(y) cachedSounds(#y, 0) )
  28. sounds = boost::assign::map_list_of
  29. VCMI_SOUND_LIST;
  30. #undef VCMI_SOUND_NAME
  31. #undef VCMI_SOUND_FILE
  32. // Vectors for helper(s)
  33. pickup_sounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
  34. soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
  35. horseSounds += // must be the same order as terrains (see EtrrainType);
  36. soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
  37. soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
  38. soundBase::horseSubterranean, soundBase::horseLava,
  39. soundBase::horseWater, soundBase::horseRock;
  40. //AITheme0 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITheme0.mp3");
  41. //AITheme1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME1.mp3");
  42. //AITheme2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME2.mp3");
  43. //buildTown = Mix_LoadWAV("MP3" PATHSEPARATOR "BUILDTWN.wav");
  44. //combat1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT01.mp3");
  45. //combat2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT02.mp3");
  46. //combat3 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT03.mp3");
  47. //combat4 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT04.mp3");
  48. //castleTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "CstleTown.mp3");
  49. //defendCastle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Defend Castle.mp3");
  50. //dirt = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "DIRT.mp3");
  51. //dungeon = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "DUNGEON.mp3");
  52. //elemTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "ElemTown.mp3");
  53. //evilTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "EvilTheme.mp3");
  54. //fortressTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "FortressTown.mp3");
  55. //goodTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "GoodTheme.mp3");
  56. //grass = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "GRASS.mp3");
  57. //infernoTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "InfernoTown.mp3");
  58. //lava = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LAVA.mp3");
  59. //loopLepr = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoopLepr.mp3");
  60. //loseCampain = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Lose Campain.mp3");
  61. //loseCastle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoseCastle.mp3");
  62. //loseCombat = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoseCombat.mp3");
  63. //mainMenu = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "MAINMENU.mp3");
  64. //mainMenuWoG = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "MainMenuWoG.mp3");
  65. //necroTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "necroTown.mp3");
  66. //neutralTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "NeutralTheme.mp3");
  67. //rampart = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "RAMPART.mp3");
  68. //retreatBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Retreat Battle.mp3");
  69. //rough = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "ROUGH.mp3");
  70. //sand = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SAND.mp3");
  71. //secretTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SecretTheme.mp3");
  72. //snow = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SNOW.mp3");
  73. //stronghold = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "StrongHold.mp3");
  74. //surrenderBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Surrender Battle.mp3");
  75. //swamp = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SWAMP.mp3");
  76. //towerTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "TowerTown.mp3");
  77. //ultimateLose = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "UltimateLose.mp3");
  78. //underground = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Underground.mp3");
  79. //water = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "WATER.mp3");
  80. //winBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Battle.mp3");
  81. //winScenario = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Scenario.mp3");
  82. // Load sounds
  83. sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
  84. }
  85. // Return an SDL chunk. Allocate if it is not cached yet.
  86. Mix_Chunk *CMusicHandler::GetSoundChunk(std::string srcName)
  87. {
  88. int size;
  89. const char *data = sndh->extract(srcName, size);
  90. SDL_RWops *ops;
  91. Mix_Chunk *chunk;
  92. if (!data)
  93. return NULL;
  94. ops = SDL_RWFromConstMem(data, size);
  95. chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
  96. if (!chunk)
  97. fprintf(stderr, "Unable to mix: %s\n",
  98. Mix_GetError());
  99. return chunk;
  100. }
  101. // Plays a sound, and return its channel so we can fade it out later
  102. int CMusicHandler::playSound(soundBase::soundNames soundID, int repeats)
  103. {
  104. int channel;
  105. if (!sndh)
  106. return -1;
  107. std::map<soundBase::soundNames, cachedSounds>::iterator it;
  108. it = sounds.find(soundID);
  109. if (it == sounds.end())
  110. return -1;
  111. class cachedSounds sound = it->second;
  112. if (!sound.chunk) {
  113. sound.chunk = GetSoundChunk(sound.filename);
  114. }
  115. if (sound.chunk)
  116. {
  117. channel = Mix_PlayChannel(-1, sound.chunk, repeats);
  118. if(channel == -1)
  119. {
  120. fprintf(stderr, "Unable to play WAV file("DATA_DIR "Data" PATHSEPARATOR "Heroes3.wav::%s): %s\n",
  121. sound.filename.c_str(),Mix_GetError());
  122. }
  123. }
  124. return channel;
  125. }
  126. // Helper. Randomly select a sound from an array and play it
  127. int CMusicHandler::playSoundFromSet(std::vector<soundBase::soundNames> &sound_vec)
  128. {
  129. return playSound(sound_vec[rand() % sound_vec.size()]);
  130. }
  131. void CMusicHandler::stopSound( int handler )
  132. {
  133. Mix_HaltChannel(handler);
  134. }