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- #include "../stdafx.h"
- #include <boost/assign/std/vector.hpp>
- #include <boost/assign/list_of.hpp>
- #include <SDL_mixer.h>
- #include "CSndHandler.h"
- #include "CMusicHandler.h"
- /*
- * 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
- *
- */
- using namespace boost::assign;
- void CMusicHandler::initMusics()
- {
- if(Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
- {
- printf("Mix_OpenAudio error: %s!!!\n", Mix_GetError());
- return;
- }
- atexit(Mix_CloseAudio);
- // Map sound names
- #define VCMI_SOUND_NAME(x) ( soundBase::x,
- #define VCMI_SOUND_FILE(y) cachedSounds(#y, 0) )
- sounds = boost::assign::map_list_of
- VCMI_SOUND_LIST;
- #undef VCMI_SOUND_NAME
- #undef VCMI_SOUND_FILE
- // Vectors for helper(s)
- pickup_sounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
- soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
- horseSounds += // must be the same order as terrains (see EtrrainType);
- soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
- soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
- soundBase::horseSubterranean, soundBase::horseLava,
- soundBase::horseWater, soundBase::horseRock;
- //AITheme0 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITheme0.mp3");
- //AITheme1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME1.mp3");
- //AITheme2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "AITHEME2.mp3");
- //buildTown = Mix_LoadWAV("MP3" PATHSEPARATOR "BUILDTWN.wav");
- //combat1 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT01.mp3");
- //combat2 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT02.mp3");
- //combat3 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT03.mp3");
- //combat4 = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "COMBAT04.mp3");
- //castleTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "CstleTown.mp3");
- //defendCastle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Defend Castle.mp3");
- //dirt = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "DIRT.mp3");
- //dungeon = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "DUNGEON.mp3");
- //elemTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "ElemTown.mp3");
- //evilTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "EvilTheme.mp3");
- //fortressTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "FortressTown.mp3");
- //goodTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "GoodTheme.mp3");
- //grass = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "GRASS.mp3");
- //infernoTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "InfernoTown.mp3");
- //lava = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LAVA.mp3");
- //loopLepr = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoopLepr.mp3");
- //loseCampain = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Lose Campain.mp3");
- //loseCastle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoseCastle.mp3");
- //loseCombat = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "LoseCombat.mp3");
- //mainMenu = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "MAINMENU.mp3");
- //mainMenuWoG = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "MainMenuWoG.mp3");
- //necroTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "necroTown.mp3");
- //neutralTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "NeutralTheme.mp3");
- //rampart = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "RAMPART.mp3");
- //retreatBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Retreat Battle.mp3");
- //rough = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "ROUGH.mp3");
- //sand = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SAND.mp3");
- //secretTheme = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SecretTheme.mp3");
- //snow = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SNOW.mp3");
- //stronghold = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "StrongHold.mp3");
- //surrenderBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Surrender Battle.mp3");
- //swamp = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "SWAMP.mp3");
- //towerTown = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "TowerTown.mp3");
- //ultimateLose = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "UltimateLose.mp3");
- //underground = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Underground.mp3");
- //water = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "WATER.mp3");
- //winBattle = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Battle.mp3");
- //winScenario = Mix_LoadMUS(DATA_DIR "MP3" PATHSEPARATOR "Win Scenario.mp3");
- // Load sounds
- sndh = new CSndHandler(std::string(DATA_DIR "Data" PATHSEPARATOR "Heroes3.snd"));
- }
- // Return an SDL chunk. Allocate if it is not cached yet.
- Mix_Chunk *CMusicHandler::GetSoundChunk(std::string srcName)
- {
- int size;
- const char *data = sndh->extract(srcName, size);
- SDL_RWops *ops;
- Mix_Chunk *chunk;
- if (!data)
- return NULL;
- ops = SDL_RWFromConstMem(data, size);
- chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
- if (!chunk)
- fprintf(stderr, "Unable to mix: %s\n",
- Mix_GetError());
- return chunk;
- }
-
- // Plays a sound, and return its channel so we can fade it out later
- int CMusicHandler::playSound(soundBase::soundNames soundID, int repeats)
- {
- int channel;
- if (!sndh)
- return -1;
- std::map<soundBase::soundNames, cachedSounds>::iterator it;
- it = sounds.find(soundID);
- if (it == sounds.end())
- return -1;
- class cachedSounds sound = it->second;
- if (!sound.chunk) {
- sound.chunk = GetSoundChunk(sound.filename);
- }
- if (sound.chunk)
- {
- channel = Mix_PlayChannel(-1, sound.chunk, repeats);
- if(channel == -1)
- {
- fprintf(stderr, "Unable to play WAV file("DATA_DIR "Data" PATHSEPARATOR "Heroes3.wav::%s): %s\n",
- sound.filename.c_str(),Mix_GetError());
- }
- }
- return channel;
- }
- // Helper. Randomly select a sound from an array and play it
- int CMusicHandler::playSoundFromSet(std::vector<soundBase::soundNames> &sound_vec)
- {
- return playSound(sound_vec[rand() % sound_vec.size()]);
- }
- void CMusicHandler::stopSound( int handler )
- {
- Mix_HaltChannel(handler);
- }
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