CMusicHandler.h 4.6 KB

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  1. /*
  2. * CMusicHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../lib/CConfigHandler.h"
  12. #include "../lib/CSoundBase.h"
  13. struct _Mix_Music;
  14. struct SDL_RWops;
  15. typedef struct _Mix_Music Mix_Music;
  16. struct Mix_Chunk;
  17. class CAudioBase {
  18. protected:
  19. boost::mutex mutex;
  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() const { 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. using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
  37. std::map<std::string, CachedChunk> soundChunks;
  38. Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
  39. //have entry for every currently active channel
  40. //std::function will be nullptr if callback was not set
  41. std::map<int, std::function<void()> > callbacks;
  42. int ambientDistToVolume(int distance) const;
  43. void ambientStopSound(std::string soundId);
  44. const JsonNode ambientConfig;
  45. std::map<std::string, int> ambientChannels;
  46. public:
  47. CSoundHandler();
  48. void init() override;
  49. void release() override;
  50. void setVolume(ui32 percent) override;
  51. void setChannelVolume(int channel, ui32 percent);
  52. // Sounds
  53. int playSound(soundBase::soundID soundID, int repeats=0);
  54. int playSound(std::string sound, int repeats=0, bool cache=false);
  55. int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
  56. void stopSound(int handler);
  57. void setCallback(int channel, std::function<void()> function);
  58. void soundFinishedCallback(int channel);
  59. int ambientGetRange() const;
  60. void ambientUpdateChannels(std::map<std::string, int> currentSounds);
  61. void ambientStopAllChannels();
  62. // Sets
  63. std::vector<soundBase::soundID> battleIntroSounds;
  64. };
  65. // Helper //now it looks somewhat useless
  66. #define battle_sound(creature,what_sound) creature->sounds.what_sound
  67. class CMusicHandler;
  68. //Class for handling one music file
  69. class MusicEntry
  70. {
  71. CMusicHandler *owner;
  72. Mix_Music *music;
  73. int loop; // -1 = indefinite
  74. bool fromStart;
  75. bool playing;
  76. uint32_t startTime;
  77. uint32_t startPosition;
  78. //if not null - set from which music will be randomly selected
  79. std::string setName;
  80. std::string currentName;
  81. void load(std::string musicURI);
  82. public:
  83. MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart);
  84. ~MusicEntry();
  85. bool isSet(std::string setName);
  86. bool isTrack(std::string trackName);
  87. bool isPlaying();
  88. bool play();
  89. bool stop(int fade_ms=0);
  90. };
  91. class CMusicHandler: public CAudioBase
  92. {
  93. private:
  94. //update volume on configuration change
  95. SettingsListener listener;
  96. void onVolumeChange(const JsonNode &volumeNode);
  97. std::unique_ptr<MusicEntry> current;
  98. std::unique_ptr<MusicEntry> next;
  99. void queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped, bool fromStart);
  100. void queueNext(std::unique_ptr<MusicEntry> queued);
  101. void musicFinishedCallback();
  102. /// map <set name> -> <list of URI's to tracks belonging to the said set>
  103. std::map<std::string, std::vector<std::string>> musicsSet;
  104. /// stored position, in seconds at which music player should resume playing this track
  105. std::map<std::string, float> trackPositions;
  106. public:
  107. CMusicHandler();
  108. /// add entry with URI musicURI in set. Track will have ID musicID
  109. void addEntryToSet(const std::string & set, const std::string & musicURI);
  110. void init() override;
  111. void loadTerrainMusicThemes();
  112. void release() override;
  113. void setVolume(ui32 percent) override;
  114. /// play track by URI, if loop = true music will be looped
  115. void playMusic(const std::string & musicURI, bool loop, bool fromStart);
  116. /// play random track from this set
  117. void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart);
  118. /// play random track from set (musicSet, entryID)
  119. void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart);
  120. /// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
  121. void stopMusic(int fade_ms=1000);
  122. friend class MusicEntry;
  123. };