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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 "CSoundHandler.h"
- #include "../GameEngine.h"
- #include "../lib/filesystem/Filesystem.h"
- #include "../lib/CRandomGenerator.h"
- #include <SDL_mixer.h>
- #define VCMI_SOUND_NAME(x)
- #define VCMI_SOUND_FILE(y) #y,
- // sounds mapped to soundBase enum
- static const std::string soundsList[] = {
- "", // invalid
- "", // todo
- VCMI_SOUND_LIST
- };
- #undef VCMI_SOUND_NAME
- #undef VCMI_SOUND_FILE
- void CSoundHandler::onVolumeChange(const JsonNode & volumeNode)
- {
- setVolume(volumeNode.Integer());
- }
- CSoundHandler::CSoundHandler():
- listener(settings.listen["general"]["sound"]),
- ambientConfig(JsonPath::builtin("config/ambientSounds.json"))
- {
- listener(std::bind(&CSoundHandler::onVolumeChange, this, _1));
- if(ambientConfig["allocateChannels"].isNumber())
- Mix_AllocateChannels(ambientConfig["allocateChannels"].Integer());
- if(isInitialized())
- {
- Mix_ChannelFinished([](int channel)
- {
- ENGINE->sound().soundFinishedCallback(channel);
- });
- }
- }
- CSoundHandler::~CSoundHandler()
- {
- if(isInitialized())
- {
- Mix_HaltChannel(-1);
- for(auto & chunk : soundChunks)
- {
- if(chunk.second.first)
- Mix_FreeChunk(chunk.second.first);
- }
- }
- }
- // 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(), 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(static_cast<si64>(100), data.second));
- if(cache && soundChunksRaw.find(startBytes) != soundChunksRaw.end())
- return soundChunksRaw[startBytes].first;
- SDL_RWops * ops = SDL_RWFromMem(data.first.get(), 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 volumeByDistance = static_cast<int>(distancesVector[distance].Integer());
- return volumeByDistance * 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(!isInitialized() || sound.empty())
- return 0;
- auto resourcePath = sound.addPrefix("SOUNDS/");
- if(!CResourceHandler::get()->existsResource(resourcePath))
- return 0;
- auto data = CResourceHandler::get()->load(resourcePath)->readAll();
- uint32_t milliseconds = 0;
- Mix_Chunk * chunk = Mix_LoadWAV_RW(SDL_RWFromMem(data.first.get(), data.second), 1);
- int freq = 0;
- Uint16 fmt = 0;
- int channels = 0;
- if(!Mix_QuerySpec(&freq, &fmt, &channels))
- return 0;
- if(chunk != nullptr)
- {
- Uint32 sampleSizeBytes = (fmt & 0xFF) / 8;
- Uint32 samples = (chunk->alen / sampleSizeBytes);
- Uint32 frames = (samples / channels);
- milliseconds = ((frames * 1000) / freq);
- Mix_FreeChunk(chunk);
- }
- return milliseconds;
- }
- // Plays a sound, and return its channel so we can fade it out later
- int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
- {
- assert(soundID < soundBase::sound_after_last);
- auto sound = AudioPath::builtin(soundsList[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(!isInitialized() || 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 it
- int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> & sound_vec)
- {
- return playSound(*RandomGeneratorUtil::nextItem(sound_vec, CRandomGenerator::getDefault()));
- }
- void CSoundHandler::stopSound(int handler)
- {
- if(isInitialized() && handler != -1)
- Mix_HaltChannel(handler);
- }
- void CSoundHandler::pauseSound(int handler)
- {
- if(isInitialized() && handler != -1)
- Mix_Pause(handler);
- }
- void CSoundHandler::resumeSound(int handler)
- {
- if(isInitialized() && handler != -1)
- Mix_Resume(handler);
- }
- ui32 CSoundHandler::getVolume() const
- {
- return volume;
- }
- // Sets the sound volume, from 0 (mute) to 100
- void CSoundHandler::setVolume(ui32 percent)
- {
- volume = std::min(100u, percent);
- if(isInitialized())
- {
- setChannelVolume(-1, volume);
- for(const auto & 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 100
- void CSoundHandler::setChannelVolume(int channel, ui32 percent)
- {
- Mix_Volume(channel, (MIX_MAX_VOLUME * percent) / 100);
- }
- void CSoundHandler::setCallback(int channel, std::function<void()> function)
- {
- std::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::resetCallback(int channel)
- {
- std::scoped_lock lockGuard(mutexCallbacks);
- callbacks.erase(channel);
- }
- void CSoundHandler::soundFinishedCallback(int channel)
- {
- std::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 actually 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())
- {
- ENGINE->dispatchMainThread(
- [callback]()
- {
- for(const auto & entry : callback)
- entry();
- }
- );
- }
- }
- void CSoundHandler::initCallback(int channel)
- {
- std::scoped_lock lockGuard(mutexCallbacks);
- assert(callbacks.count(channel) == 0);
- callbacks[channel] = {};
- }
- void CSoundHandler::initCallback(int channel, const std::function<void()> & function)
- {
- std::scoped_lock lockGuard(mutexCallbacks);
- assert(callbacks.count(channel) == 0);
- callbacks[channel].push_back(function);
- }
- int CSoundHandler::ambientGetRange() const
- {
- return ambientConfig["range"].Integer();
- }
- void CSoundHandler::ambientUpdateChannels(std::map<AudioPath, int> soundsArg)
- {
- std::scoped_lock guard(mutex);
- std::vector<AudioPath> stoppedSounds;
- for(const 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 channelVolume = ambientDistToVolume(soundsArg[soundId]);
- channelVolumes[channel] = channelVolume;
- updateChannelVolume(channel);
- }
- }
- for(const auto & soundId : stoppedSounds)
- {
- channelVolumes.erase(ambientChannels[soundId]);
- ambientChannels.erase(soundId);
- }
- for(const auto & pair : soundsArg)
- {
- const auto & soundId = pair.first;
- const int distance = pair.second;
- if(!vstd::contains(ambientChannels, soundId))
- {
- int channel = playSound(soundId, -1);
- int channelVolume = ambientDistToVolume(distance);
- channelVolumes[channel] = channelVolume;
- updateChannelVolume(channel);
- ambientChannels[soundId] = channel;
- }
- }
- }
- void CSoundHandler::ambientStopAllChannels()
- {
- std::scoped_lock guard(mutex);
- for(const auto & ch : ambientChannels)
- {
- ambientStopSound(ch.first);
- }
- channelVolumes.clear();
- ambientChannels.clear();
- }
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