CMusicHandler.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include <boost/bimap.hpp>
  3. #include <SDL_mixer.h>
  4. #include "CMusicHandler.h"
  5. #include "../lib/CCreatureHandler.h"
  6. #include "../lib/CSpellHandler.h"
  7. #include "../client/CGameInfo.h"
  8. #include "../lib/JsonNode.h"
  9. #include "../lib/GameConstants.h"
  10. #include "../lib/Filesystem/CResourceLoader.h"
  11. /*
  12. * CMusicHandler.cpp, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. using namespace boost::assign;
  21. static boost::bimap<soundBase::soundID, std::string> sounds;
  22. // Not pretty, but there's only one music handler object in the game.
  23. static void soundFinishedCallbackC(int channel)
  24. {
  25. CCS->soundh->soundFinishedCallback(channel);
  26. }
  27. static void musicFinishedCallbackC(void)
  28. {
  29. CCS->musich->musicFinishedCallback();
  30. }
  31. void CAudioBase::init()
  32. {
  33. if (initialized)
  34. return;
  35. if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
  36. {
  37. tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
  38. return;
  39. }
  40. initialized = true;
  41. }
  42. void CAudioBase::release()
  43. {
  44. if (initialized)
  45. {
  46. Mix_CloseAudio();
  47. initialized = false;
  48. }
  49. }
  50. void CAudioBase::setVolume(ui32 percent)
  51. {
  52. if (percent > 100)
  53. percent = 100;
  54. volume = percent;
  55. }
  56. void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
  57. {
  58. setVolume(volumeNode.Float());
  59. }
  60. CSoundHandler::CSoundHandler():
  61. listener(settings.listen["general"]["sound"])
  62. {
  63. listener(boost::bind(&CSoundHandler::onVolumeChange, this, _1));
  64. // Map sound names
  65. #define VCMI_SOUND_NAME(x) ( soundBase::x,
  66. #define VCMI_SOUND_FILE(y) #y )
  67. sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
  68. VCMI_SOUND_LIST;
  69. #undef VCMI_SOUND_NAME
  70. #undef VCMI_SOUND_FILE
  71. // Vectors for helper(s)
  72. pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
  73. soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
  74. horseSounds += // must be the same order as terrains (see EterrainType);
  75. soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
  76. soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
  77. soundBase::horseSubterranean, soundBase::horseLava,
  78. soundBase::horseWater, soundBase::horseRock;
  79. battleIntroSounds += soundBase::battle00, soundBase::battle01,
  80. soundBase::battle02, soundBase::battle03, soundBase::battle04,
  81. soundBase::battle05, soundBase::battle06, soundBase::battle07;
  82. };
  83. void CSoundHandler::init()
  84. {
  85. CAudioBase::init();
  86. if (initialized)
  87. {
  88. // Load sounds
  89. Mix_ChannelFinished(soundFinishedCallbackC);
  90. }
  91. }
  92. void CSoundHandler::release()
  93. {
  94. if (initialized)
  95. {
  96. Mix_HaltChannel(-1);
  97. std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
  98. for (it=soundChunks.begin(); it != soundChunks.end(); it++)
  99. {
  100. if (it->second)
  101. Mix_FreeChunk(it->second);
  102. }
  103. }
  104. CAudioBase::release();
  105. }
  106. // Allocate an SDL chunk and cache it.
  107. Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
  108. {
  109. // Find its name
  110. boost::bimap<soundBase::soundID, std::string>::left_iterator it;
  111. it = sounds.left.find(soundID);
  112. if (it == sounds.left.end())
  113. return nullptr;
  114. // Load and insert
  115. try
  116. {
  117. auto data = CResourceHandler::get()->loadData(ResourceID(std::string("SOUNDS/") + it->second, EResType::SOUND));
  118. SDL_RWops *ops = SDL_RWFromMem(data.first.release(), data.second);
  119. Mix_Chunk *chunk;
  120. chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
  121. soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
  122. return chunk;
  123. }
  124. catch(std::exception &e)
  125. {
  126. tlog3 << "Cannot get sound " << soundID << " chunk: " << e.what() << "\n";
  127. return nullptr;
  128. }
  129. }
  130. // Get a soundID given a filename
  131. soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
  132. {
  133. boost::bimap<soundBase::soundID, std::string>::right_iterator it;
  134. it = sounds.right.find(fileName);
  135. if (it == sounds.right.end())
  136. return soundBase::invalid;
  137. else
  138. return it->second;
  139. }
  140. void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
  141. {
  142. tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
  143. const JsonNode config(ResourceID("config/cr_sounds.json"));
  144. CBattleSounds.resize(creatures.size());
  145. if (!config["creature_sounds"].isNull()) {
  146. BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector()) {
  147. const JsonNode *value;
  148. int id;
  149. value = &node["name"];
  150. bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
  151. if (i != CGI->creh->nameToID.end())
  152. id = i->second;
  153. else
  154. {
  155. tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
  156. continue;
  157. }
  158. /* This is a bit ugly. Maybe we should use an array for
  159. * sound ids instead of separate variables and define
  160. * attack/defend/killed/... as indexes. */
  161. #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
  162. GET_SOUND_VALUE(attack);
  163. GET_SOUND_VALUE(defend);
  164. GET_SOUND_VALUE(killed);
  165. GET_SOUND_VALUE(move);
  166. GET_SOUND_VALUE(shoot);
  167. GET_SOUND_VALUE(wince);
  168. GET_SOUND_VALUE(ext1);
  169. GET_SOUND_VALUE(ext2);
  170. GET_SOUND_VALUE(startMoving);
  171. GET_SOUND_VALUE(endMoving);
  172. #undef GET_SOUND_VALUE
  173. }
  174. }
  175. //commented to avoid spurious warnings
  176. /*
  177. // Find creatures without sounds
  178. for(ui32 i=0;i<creatures.size();i++)
  179. {
  180. // Note: this will exclude war machines, but it's better
  181. // than nothing.
  182. if (vstd::contains(CGI->creh->notUsedMonsters, i))
  183. continue;
  184. CCreature &c = creatures[i];
  185. if (c.sounds.killed == soundBase::invalid)
  186. tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
  187. }*/
  188. }
  189. void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
  190. {
  191. const JsonNode config(ResourceID("config/sp_sounds.json"));
  192. if (!config["spell_sounds"].isNull()) {
  193. BOOST_FOREACH(const JsonNode &node, config["spell_sounds"].Vector()) {
  194. int spellid = node["id"].Float();
  195. const CSpell *s = CGI->spellh->spells[spellid];
  196. if (vstd::contains(spellSounds, s))
  197. tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
  198. soundBase::soundID sound = getSoundID(node["soundfile"].String());
  199. if (sound == soundBase::invalid)
  200. tlog0 << "Error: invalid sound for id "<< spellid << "\n";
  201. spellSounds[s] = sound;
  202. }
  203. }
  204. }
  205. // Plays a sound, and return its channel so we can fade it out later
  206. int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
  207. {
  208. if (!initialized)
  209. return -1;
  210. int channel;
  211. Mix_Chunk *chunk = GetSoundChunk(soundID);
  212. if (chunk)
  213. {
  214. channel = Mix_PlayChannel(-1, chunk, repeats);
  215. if (channel == -1)
  216. tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
  217. else
  218. callbacks[channel];//insert empty callback
  219. }
  220. else
  221. {
  222. channel = -1;
  223. }
  224. return channel;
  225. }
  226. // Helper. Randomly select a sound from an array and play it
  227. int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
  228. {
  229. return playSound(sound_vec[rand() % sound_vec.size()]);
  230. }
  231. void CSoundHandler::stopSound( int handler )
  232. {
  233. if (initialized && handler != -1)
  234. Mix_HaltChannel(handler);
  235. }
  236. // Sets the sound volume, from 0 (mute) to 100
  237. void CSoundHandler::setVolume(ui32 percent)
  238. {
  239. CAudioBase::setVolume(percent);
  240. if (initialized)
  241. Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
  242. }
  243. void CSoundHandler::setCallback(int channel, boost::function<void()> function)
  244. {
  245. std::map<int, boost::function<void()> >::iterator iter;
  246. iter = callbacks.find(channel);
  247. //channel not found. It may have finished so fire callback now
  248. if(iter == callbacks.end())
  249. function();
  250. else
  251. iter->second = function;
  252. }
  253. void CSoundHandler::soundFinishedCallback(int channel)
  254. {
  255. std::map<int, boost::function<void()> >::iterator iter;
  256. iter = callbacks.find(channel);
  257. assert(iter != callbacks.end());
  258. if (iter->second)
  259. iter->second();
  260. callbacks.erase(iter);
  261. }
  262. void CMusicHandler::onVolumeChange(const JsonNode &volumeNode)
  263. {
  264. setVolume(volumeNode.Float());
  265. }
  266. CMusicHandler::CMusicHandler():
  267. listener(settings.listen["general"]["music"])
  268. {
  269. listener(boost::bind(&CMusicHandler::onVolumeChange, this, _1));
  270. // Map music IDs
  271. // Vectors for helper
  272. const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
  273. const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
  274. const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
  275. const std::string setTowns[] = {"CstleTown", "Rampart", "TowerTown", "InfernoTown",
  276. "NecroTown", "Dungeon", "Stronghold", "FortressTown", "ElemTown"};
  277. auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
  278. {
  279. for (size_t i=0; i < amount; i++)
  280. addEntryToSet(setName, i, std::string("music/") + list[i]);
  281. };
  282. fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
  283. fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
  284. fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
  285. fillSet("town-theme", setTowns, ARRAY_COUNT(setTowns));
  286. }
  287. void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)
  288. {
  289. musicsSet[set][musicID] = musicURI;
  290. }
  291. void CMusicHandler::init()
  292. {
  293. CAudioBase::init();
  294. if (initialized)
  295. Mix_HookMusicFinished(musicFinishedCallbackC);
  296. }
  297. void CMusicHandler::release()
  298. {
  299. if (initialized)
  300. {
  301. boost::mutex::scoped_lock guard(musicMutex);
  302. Mix_HookMusicFinished(NULL);
  303. current.reset();
  304. next.reset();
  305. }
  306. CAudioBase::release();
  307. }
  308. void CMusicHandler::playMusic(std::string musicURI, bool loop)
  309. {
  310. if (current && current->isTrack( musicURI))
  311. return;
  312. queueNext(new MusicEntry(this, "", musicURI, loop));
  313. }
  314. void CMusicHandler::playMusicFromSet(std::string whichSet, bool loop)
  315. {
  316. auto selectedSet = musicsSet.find(whichSet);
  317. if (selectedSet == musicsSet.end())
  318. {
  319. tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
  320. return;
  321. }
  322. if (current && current->isSet(whichSet))
  323. return;
  324. queueNext(new MusicEntry(this, whichSet, "", loop));
  325. }
  326. void CMusicHandler::playMusicFromSet(std::string whichSet, int entryID, bool loop)
  327. {
  328. auto selectedSet = musicsSet.find(whichSet);
  329. if (selectedSet == musicsSet.end())
  330. {
  331. tlog0 << "Error: playing music from non-existing set: " << whichSet << "\n";
  332. return;
  333. }
  334. auto selectedEntry = selectedSet->second.find(entryID);
  335. if (selectedEntry == selectedSet->second.end())
  336. {
  337. tlog0 << "Error: playing non-existing entry " << entryID << " from set: " << whichSet << "\n";
  338. return;
  339. }
  340. queueNext(new MusicEntry(this, "", selectedEntry->second, loop));
  341. }
  342. void CMusicHandler::queueNext(MusicEntry *queued)
  343. {
  344. if (!initialized)
  345. return;
  346. boost::mutex::scoped_lock guard(musicMutex);
  347. next.reset(queued);
  348. if (current.get() != NULL)
  349. {
  350. current->stop(1000);
  351. }
  352. else
  353. {
  354. current.reset(next.release());
  355. current->play();
  356. }
  357. }
  358. void CMusicHandler::stopMusic(int fade_ms)
  359. {
  360. if (!initialized)
  361. return;
  362. boost::mutex::scoped_lock guard(musicMutex);
  363. if (current.get() != NULL)
  364. current->stop(fade_ms);
  365. next.reset();
  366. }
  367. void CMusicHandler::setVolume(ui32 percent)
  368. {
  369. CAudioBase::setVolume(percent);
  370. if (initialized)
  371. Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
  372. }
  373. void CMusicHandler::musicFinishedCallback(void)
  374. {
  375. boost::mutex::scoped_lock guard(musicMutex);
  376. if (current.get() != NULL)
  377. {
  378. //return if current music still not finished
  379. if (current->play())
  380. return;
  381. else
  382. current.reset();
  383. }
  384. if (current.get() == NULL && next.get() != NULL)
  385. {
  386. current.reset(next.release());
  387. current->play();
  388. }
  389. }
  390. MusicEntry::MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped):
  391. owner(owner),
  392. music(nullptr),
  393. looped(looped),
  394. setName(setName)
  395. {
  396. if (!musicURI.empty())
  397. load(musicURI);
  398. }
  399. MusicEntry::~MusicEntry()
  400. {
  401. tlog5<<"Del-ing music file "<<currentName<<"\n";
  402. if (music)
  403. Mix_FreeMusic(music);
  404. }
  405. void MusicEntry::load(std::string musicURI)
  406. {
  407. if (music)
  408. {
  409. tlog5<<"Del-ing music file "<<currentName<<"\n";
  410. Mix_FreeMusic(music);
  411. }
  412. currentName = musicURI;
  413. tlog5<<"Loading music file "<<musicURI<<"\n";
  414. music = Mix_LoadMUS(CResourceHandler::get()->getResourceName(ResourceID(musicURI, EResType::MUSIC)).c_str());
  415. if(!music)
  416. {
  417. tlog3 << "Warning: Cannot open " << currentName << ": " << Mix_GetError() << std::endl;
  418. return;
  419. }
  420. #ifdef _WIN32
  421. //The assertion will fail if old MSVC libraries pack .dll is used
  422. assert(Mix_GetMusicType(music) != MUS_MP3);
  423. #endif
  424. }
  425. bool MusicEntry::play()
  426. {
  427. if (!looped && music) //already played once - return
  428. return false;
  429. if (!setName.empty())
  430. {
  431. auto set = owner->musicsSet[setName];
  432. size_t entryID = rand() % set.size();
  433. auto iterator = set.begin();
  434. std::advance(iterator, entryID);
  435. load(iterator->second);
  436. }
  437. tlog5<<"Playing music file "<<currentName<<"\n";
  438. if(Mix_PlayMusic(music, 1) == -1)
  439. {
  440. tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
  441. return false;
  442. }
  443. return true;
  444. }
  445. void MusicEntry::stop(int fade_ms)
  446. {
  447. tlog5<<"Stoping music file "<<currentName<<"\n";
  448. looped = false;
  449. Mix_FadeOutMusic(fade_ms);
  450. }
  451. bool MusicEntry::isSet(std::string set)
  452. {
  453. return !setName.empty() && set == setName;
  454. }
  455. bool MusicEntry::isTrack(std::string track)
  456. {
  457. return setName.empty() && track == currentName;
  458. }