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| /* * 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 <SDL_mixer.h>#include <SDL_timer.h>#include "CMusicHandler.h"#include "CGameInfo.h"#include "renderSDL/SDLRWwrapper.h"#include "eventsSDL/InputHandler.h"#include "gui/CGuiHandler.h"#include "../lib/JsonNode.h"#include "../lib/GameConstants.h"#include "../lib/filesystem/Filesystem.h"#include "../lib/constants/StringConstants.h"#include "../lib/CRandomGenerator.h"#include "../lib/VCMIDirs.h"#include "../lib/TerrainHandler.h"#define VCMI_SOUND_NAME(x)#define VCMI_SOUND_FILE(y) #y,// sounds mapped to soundBase enumstatic std::string sounds[] = {	"", // invalid	"", // todo	VCMI_SOUND_LIST};#undef VCMI_SOUND_NAME#undef VCMI_SOUND_FILEvoid CAudioBase::init(){	if (initialized)		return;	if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)	{		logGlobal->error("Mix_OpenAudio error: %s", Mix_GetError());		return;	}	initialized = true;}void CAudioBase::release(){	if(!(CCS->soundh->initialized && CCS->musich->initialized))		Mix_CloseAudio();	initialized = false;}void CAudioBase::setVolume(ui32 percent){	if (percent > 100)		percent = 100;	volume = percent;}void CSoundHandler::onVolumeChange(const JsonNode &volumeNode){	setVolume((ui32)volumeNode.Float());}CSoundHandler::CSoundHandler():	listener(settings.listen["general"]["sound"]),	ambientConfig(JsonPath::builtin("config/ambientSounds.json")){	listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));	battleIntroSounds =	{		soundBase::battle00, soundBase::battle01,		soundBase::battle02, soundBase::battle03, soundBase::battle04,		soundBase::battle05, soundBase::battle06, soundBase::battle07	};}void CSoundHandler::init(){	CAudioBase::init();	if(ambientConfig["allocateChannels"].isNumber())		Mix_AllocateChannels((int)ambientConfig["allocateChannels"].Integer());	if (initialized)	{		Mix_ChannelFinished([](int channel)		{			CCS->soundh->soundFinishedCallback(channel);		});	}}void CSoundHandler::release(){	if (initialized)	{		Mix_HaltChannel(-1);		for (auto &chunk : soundChunks)		{			if (chunk.second.first)				Mix_FreeChunk(chunk.second.first);		}	}	CAudioBase::release();}// 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(), (int)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((si64)100, data.second));		if (cache && soundChunksRaw.find(startBytes) != soundChunksRaw.end())			return soundChunksRaw[startBytes].first;		SDL_RWops *ops = SDL_RWFromMem(data.first.get(), (int)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 volume = static_cast<int>(distancesVector[distance].Integer());	return volume * (int)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 (!initialized || sound.empty())		return 0.0;	auto data = CResourceHandler::get()->load(sound.addPrefix("SOUNDS/"))->readAll();	SDL_AudioSpec spec;	uint32_t audioLen;	uint8_t *audioBuf;	uint32_t miliseconds = 0;	if(SDL_LoadWAV_RW(SDL_RWFromMem(data.first.get(), (int)data.second), 1, &spec, &audioBuf, &audioLen) != nullptr)	{		SDL_FreeWAV(audioBuf);		uint32_t sampleSize = SDL_AUDIO_BITSIZE(spec.format) / 8;		uint32_t sampleCount = audioLen / sampleSize;		uint32_t sampleLen = sampleCount / spec.channels;		miliseconds = 1000 * sampleLen / spec.freq;	}	return miliseconds ;}// Plays a sound, and return its channel so we can fade it out laterint CSoundHandler::playSound(soundBase::soundID soundID, int repeats){	assert(soundID < soundBase::sound_after_last);	auto sound = AudioPath::builtin(sounds[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 (!initialized || 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 itint CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec){	return playSound(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault()));}void CSoundHandler::stopSound(int handler){	if (initialized && handler != -1)		Mix_HaltChannel(handler);}// Sets the sound volume, from 0 (mute) to 100void CSoundHandler::setVolume(ui32 percent){	CAudioBase::setVolume(percent);	if (initialized)	{		setChannelVolume(-1, volume);		for (auto const & 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 100void 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::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 actualy 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 (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 static_cast<int>(ambientConfig["range"].Integer());}void CSoundHandler::ambientUpdateChannels(std::map<AudioPath, int> soundsArg){	boost::mutex::scoped_lock guard(mutex);	std::vector<AudioPath> stoppedSounds;	for(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 volume = ambientDistToVolume(soundsArg[soundId]);			channelVolumes[channel] = volume;			updateChannelVolume(channel);		}	}	for(auto soundId : stoppedSounds)	{		channelVolumes.erase(ambientChannels[soundId]);		ambientChannels.erase(soundId);	}	for(auto & pair : soundsArg)	{		const auto & soundId = pair.first;		const int distance = pair.second;		if(!vstd::contains(ambientChannels, soundId))		{			int channel = playSound(soundId, -1);			int volume = ambientDistToVolume(distance);			channelVolumes[channel] = volume;			updateChannelVolume(channel);			ambientChannels[soundId] = channel;		}	}}void CSoundHandler::ambientStopAllChannels(){	boost::mutex::scoped_lock guard(mutex);	for(auto ch : ambientChannels)	{		ambientStopSound(ch.first);	}	channelVolumes.clear();	ambientChannels.clear();}void CMusicHandler::onVolumeChange(const JsonNode &volumeNode){	setVolume((ui32)volumeNode.Float());}CMusicHandler::CMusicHandler():	listener(settings.listen["general"]["music"]){	listener(std::bind(&CMusicHandler::onVolumeChange, this, _1));	auto mp3files = CResourceHandler::get()->getFilteredFiles([](const ResourcePath & id) ->  bool	{		if(id.getType() != EResType::SOUND)			return false;		if(!boost::algorithm::istarts_with(id.getName(), "MUSIC/"))			return false;		logGlobal->trace("Found music file %s", id.getName());		return true;	});	for(const ResourcePath & file : mp3files)	{		if(boost::algorithm::istarts_with(file.getName(), "MUSIC/Combat"))			addEntryToSet("battle", AudioPath::fromResource(file));		else if(boost::algorithm::istarts_with(file.getName(), "MUSIC/AITheme"))			addEntryToSet("enemy-turn", AudioPath::fromResource(file));	}}void CMusicHandler::loadTerrainMusicThemes(){	for (const auto & terrain : CGI->terrainTypeHandler->objects)	{		addEntryToSet("terrain_" + terrain->getJsonKey(), terrain->musicFilename);	}}void CMusicHandler::addEntryToSet(const std::string & set, const AudioPath & musicURI){	musicsSet[set].push_back(musicURI);}void CMusicHandler::init(){	CAudioBase::init();	if (initialized)	{		Mix_HookMusicFinished([]()		{			CCS->musich->musicFinishedCallback();		});	}}void CMusicHandler::release(){	if (initialized)	{		boost::mutex::scoped_lock guard(mutex);		Mix_HookMusicFinished(nullptr);		current->stop();		current.reset();		next.reset();	}	CAudioBase::release();}void CMusicHandler::playMusic(const AudioPath & musicURI, bool loop, bool fromStart){	boost::mutex::scoped_lock guard(mutex);	if (current && current->isPlaying() && current->isTrack(musicURI))		return;	queueNext(this, "", musicURI, loop, fromStart);}void CMusicHandler::playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart){	playMusicFromSet(musicSet + "_" + entryID, loop, fromStart);}void CMusicHandler::playMusicFromSet(const std::string & whichSet, bool loop, bool fromStart){	boost::mutex::scoped_lock guard(mutex);	auto selectedSet = musicsSet.find(whichSet);	if (selectedSet == musicsSet.end())	{		logGlobal->error("Error: playing music from non-existing set: %s", whichSet);		return;	}	if (current && current->isPlaying() && current->isSet(whichSet))		return;	// in this mode - play random track from set	queueNext(this, whichSet, AudioPath(), loop, fromStart);}void CMusicHandler::queueNext(std::unique_ptr<MusicEntry> queued){	if (!initialized)		return;	next = std::move(queued);	if (current.get() == nullptr || !current->stop(1000))	{		current.reset(next.release());		current->play();	}}void CMusicHandler::queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart){	queueNext(std::make_unique<MusicEntry>(owner, setName, musicURI, looped, fromStart));}void CMusicHandler::stopMusic(int fade_ms){	if (!initialized)		return;	boost::mutex::scoped_lock guard(mutex);	if (current.get() != nullptr)		current->stop(fade_ms);	next.reset();}void CMusicHandler::setVolume(ui32 percent){	CAudioBase::setVolume(percent);	if (initialized)		Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);}void CMusicHandler::musicFinishedCallback(){	// call music restart in separate thread to avoid deadlock in some cases	// It is possible for:	// 1) SDL thread to call this method on end of playback	// 2) VCMI code to call queueNext() method to queue new file	// this leads to:	// 1) SDL thread waiting to acquire music lock in this method (while keeping internal SDL mutex locked)	// 2) VCMI thread waiting to acquire internal SDL mutex (while keeping music mutex locked)	GH.dispatchMainThread([this]()	{		boost::unique_lock lockGuard(mutex);		if (current.get() != nullptr)		{			// if music is looped, play it again			if (current->play())				return;			else				current.reset();		}		if (current.get() == nullptr && next.get() != nullptr)		{			current.reset(next.release());			current->play();		}	});}MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart):	owner(owner),	music(nullptr),	playing(false),	startTime(uint32_t(-1)),	startPosition(0),	loop(looped ? -1 : 1),	fromStart(fromStart),	setName(std::move(setName)){	if (!musicURI.empty())		load(std::move(musicURI));}MusicEntry::~MusicEntry(){	if (playing && loop > 0)	{		assert(0);		logGlobal->error("Attempt to delete music while playing!");		Mix_HaltMusic();	}	if (loop == 0 && Mix_FadingMusic() != MIX_NO_FADING)	{		assert(0);		logGlobal->error("Attempt to delete music while fading out!");		Mix_HaltMusic();	}	logGlobal->trace("Del-ing music file %s", currentName.getOriginalName());	if (music)		Mix_FreeMusic(music);}void MusicEntry::load(const AudioPath & musicURI){	if (music)	{		logGlobal->trace("Del-ing music file %s", currentName.getOriginalName());		Mix_FreeMusic(music);		music = nullptr;	}	if (CResourceHandler::get()->existsResource(musicURI))		currentName = musicURI;	else		currentName = musicURI.addPrefix("MUSIC/");	music = nullptr;	logGlobal->trace("Loading music file %s", currentName.getOriginalName());	try	{		auto musicFile = MakeSDLRWops(CResourceHandler::get()->load(currentName));		music = Mix_LoadMUS_RW(musicFile, SDL_TRUE);	}	catch(std::exception &e)	{		logGlobal->error("Failed to load music. setName=%s\tmusicURI=%s", setName, currentName.getOriginalName());		logGlobal->error("Exception: %s", e.what());	}	if(!music)	{		logGlobal->warn("Warning: Cannot open %s: %s", currentName.getOriginalName(), Mix_GetError());		return;	}}bool MusicEntry::play(){	if (!(loop--) && music) //already played once - return		return false;	if (!setName.empty())	{		const auto & set = owner->musicsSet[setName];		const auto & iter = RandomGeneratorUtil::nextItem(set, CRandomGenerator::getDefault());		load(*iter);	}	logGlobal->trace("Playing music file %s", currentName.getOriginalName());	if (!fromStart && owner->trackPositions.count(currentName) > 0 && owner->trackPositions[currentName] > 0)	{		float timeToStart = owner->trackPositions[currentName];		startPosition = std::round(timeToStart * 1000);		// erase stored position:		// if music track will be interrupted again - new position will be written in stop() method		// if music track is not interrupted and will finish by timeout/end of file - it will restart from begginning as it should		owner->trackPositions.erase(owner->trackPositions.find(currentName));		if (Mix_FadeInMusicPos(music, 1, 1000, timeToStart) == -1)		{			logGlobal->error("Unable to play music (%s)", Mix_GetError());			return false;		}	}	else	{		startPosition = 0;		if(Mix_PlayMusic(music, 1) == -1)		{			logGlobal->error("Unable to play music (%s)", Mix_GetError());			return false;		}	}	startTime = GH.input().getTicks();		playing = true;	return true;}bool MusicEntry::stop(int fade_ms){	if (Mix_PlayingMusic())	{		playing = false;		loop = 0;		uint32_t endTime = GH.input().getTicks();		assert(startTime != uint32_t(-1));		float playDuration = (endTime - startTime + startPosition) / 1000.f;		owner->trackPositions[currentName] = playDuration;		logGlobal->trace("Stopping music file %s at %f", currentName.getOriginalName(), playDuration);		Mix_FadeOutMusic(fade_ms);		return true;	}	return false;}bool MusicEntry::isPlaying(){	return playing;}bool MusicEntry::isSet(std::string set){	return !setName.empty() && set == setName;}bool MusicEntry::isTrack(const AudioPath & track){	return setName.empty() && track == currentName;}
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