CMusicHandler.h 3.8 KB

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  1. #pragma once
  2. #include "CConfigHandler.h"
  3. #include "CSoundBase.h"
  4. #include "../lib/CCreatureHandler.h"
  5. /*
  6. * CMusicHandler.h, part of VCMI engine
  7. *
  8. * Authors: listed in file AUTHORS in main folder
  9. *
  10. * License: GNU General Public License v2.0 or later
  11. * Full text of license available in license.txt file, in main folder
  12. *
  13. */
  14. class CSpell;
  15. struct _Mix_Music;
  16. typedef struct _Mix_Music Mix_Music;
  17. struct Mix_Chunk;
  18. class CAudioBase {
  19. protected:
  20. bool initialized;
  21. int volume; // from 0 (mute) to 100
  22. public:
  23. CAudioBase(): initialized(false), volume(0) {};
  24. virtual void init() = 0;
  25. virtual void release() = 0;
  26. virtual void setVolume(ui32 percent);
  27. ui32 getVolume() { return volume; };
  28. };
  29. class CSoundHandler: public CAudioBase
  30. {
  31. private:
  32. soundBase::soundID getSoundID(const std::string &fileName);
  33. //update volume on configuration change
  34. SettingsListener listener;
  35. void onVolumeChange(const JsonNode &volumeNode);
  36. std::map<soundBase::soundID, Mix_Chunk *> soundChunks;
  37. Mix_Chunk *GetSoundChunk(soundBase::soundID soundID);
  38. Mix_Chunk *GetSoundChunk(std::string &sound);
  39. //have entry for every currently active channel
  40. //boost::function will be NULL if callback was not set
  41. std::map<int, boost::function<void()> > callbacks;
  42. public:
  43. CSoundHandler();
  44. void init();
  45. void release();
  46. void initCreaturesSounds(const std::vector<ConstTransitivePtr<CCreature> > &creatures);
  47. void initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells);
  48. void setVolume(ui32 percent);
  49. // Sounds
  50. int playSound(soundBase::soundID soundID, int repeats=0);
  51. int playSound(std::string sound, int repeats=0);
  52. int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
  53. void stopSound(int handler);
  54. void setCallback(int channel, boost::function<void()> function);
  55. void soundFinishedCallback(int channel);
  56. std::map<const CSpell*, soundBase::soundID> spellSounds;
  57. // Sets
  58. std::vector<soundBase::soundID> pickupSounds;
  59. std::vector<soundBase::soundID> horseSounds;
  60. std::vector<soundBase::soundID> battleIntroSounds;
  61. };
  62. // Helper //now it looks somewhat useless
  63. #define battle_sound(creature,what_sound) creature->sounds.what_sound
  64. class CMusicHandler;
  65. //Class for handling one music file
  66. class MusicEntry
  67. {
  68. CMusicHandler *owner;
  69. Mix_Music *music;
  70. int loop; // -1 = indefinite
  71. //if not null - set from which music will be randomly selected
  72. std::string setName;
  73. std::string currentName;
  74. void load(std::string musicURI);
  75. public:
  76. bool isSet(std::string setName);
  77. bool isTrack(std::string trackName);
  78. MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
  79. ~MusicEntry();
  80. bool play();
  81. bool stop(int fade_ms=0);
  82. };
  83. class CMusicHandler: public CAudioBase
  84. {
  85. private:
  86. // Because we use the SDL music callback, our music variables must
  87. // be protected
  88. boost::mutex musicMutex;
  89. //update volume on configuration change
  90. SettingsListener listener;
  91. void onVolumeChange(const JsonNode &volumeNode);
  92. unique_ptr<MusicEntry> current;
  93. unique_ptr<MusicEntry> next;
  94. void queueNext(MusicEntry *queued);
  95. std::map<std::string, std::map<int, std::string> > musicsSet;
  96. public:
  97. CMusicHandler();
  98. /// add entry with URI musicURI in set. Track will have ID musicID
  99. void addEntryToSet(std::string set, int musicID, std::string musicURI);
  100. void init();
  101. void release();
  102. void setVolume(ui32 percent);
  103. /// play track by URI, if loop = true music will be looped
  104. void playMusic(std::string musicURI, bool loop);
  105. /// play random track from this set
  106. void playMusicFromSet(std::string musicSet, bool loop);
  107. /// play specific track from set
  108. void playMusicFromSet(std::string musicSet, int entryID, bool loop);
  109. void stopMusic(int fade_ms=1000);
  110. void musicFinishedCallback(void);
  111. friend class MusicEntry;
  112. };