CMusicHandler.h 4.3 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. #include "../lib/Terrain.h"
  14. struct _Mix_Music;
  15. struct SDL_RWops;
  16. typedef struct _Mix_Music Mix_Music;
  17. struct Mix_Chunk;
  18. class CAudioBase {
  19. protected:
  20. boost::mutex mutex;
  21. bool initialized;
  22. int volume; // from 0 (mute) to 100
  23. public:
  24. CAudioBase(): initialized(false), volume(0) {};
  25. virtual void init() = 0;
  26. virtual void release() = 0;
  27. virtual void setVolume(ui32 percent);
  28. ui32 getVolume() const { return volume; };
  29. };
  30. class CSoundHandler: public CAudioBase
  31. {
  32. private:
  33. //soundBase::soundID getSoundID(const std::string &fileName);
  34. //update volume on configuration change
  35. SettingsListener listener;
  36. void onVolumeChange(const JsonNode &volumeNode);
  37. using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
  38. std::map<std::string, CachedChunk> soundChunks;
  39. Mix_Chunk *GetSoundChunk(std::string &sound, bool cache);
  40. //have entry for every currently active channel
  41. //std::function will be nullptr if callback was not set
  42. std::map<int, std::function<void()> > callbacks;
  43. int ambientDistToVolume(int distance) const;
  44. void ambientStopSound(std::string soundId);
  45. const JsonNode ambientConfig;
  46. bool allTilesSource;
  47. std::map<std::string, int> ambientChannels;
  48. public:
  49. CSoundHandler();
  50. void init() override;
  51. void loadHorseSounds();
  52. void release() override;
  53. void setVolume(ui32 percent) override;
  54. void setChannelVolume(int channel, ui32 percent);
  55. // Sounds
  56. int playSound(soundBase::soundID soundID, int repeats=0);
  57. int playSound(std::string sound, int repeats=0, bool cache=false);
  58. int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
  59. void stopSound(int handler);
  60. void setCallback(int channel, std::function<void()> function);
  61. void soundFinishedCallback(int channel);
  62. int ambientGetRange() const;
  63. bool ambientCheckVisitable() const;
  64. void ambientUpdateChannels(std::map<std::string, int> currentSounds);
  65. void ambientStopAllChannels();
  66. // Sets
  67. std::vector<soundBase::soundID> pickupSounds;
  68. std::vector<soundBase::soundID> battleIntroSounds;
  69. std::map<TerrainId, soundBase::soundID> horseSounds;
  70. };
  71. // Helper //now it looks somewhat useless
  72. #define battle_sound(creature,what_sound) creature->sounds.what_sound
  73. class CMusicHandler;
  74. //Class for handling one music file
  75. class MusicEntry
  76. {
  77. CMusicHandler *owner;
  78. Mix_Music *music;
  79. int loop; // -1 = indefinite
  80. //if not null - set from which music will be randomly selected
  81. std::string setName;
  82. std::string currentName;
  83. void load(std::string musicURI);
  84. public:
  85. bool isSet(std::string setName);
  86. bool isTrack(std::string trackName);
  87. MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped);
  88. ~MusicEntry();
  89. bool play();
  90. bool stop(int fade_ms=0);
  91. };
  92. class CMusicHandler: public CAudioBase
  93. {
  94. private:
  95. //update volume on configuration change
  96. SettingsListener listener;
  97. void onVolumeChange(const JsonNode &volumeNode);
  98. std::unique_ptr<MusicEntry> current;
  99. std::unique_ptr<MusicEntry> next;
  100. void queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped);
  101. void queueNext(std::unique_ptr<MusicEntry> queued);
  102. std::map<std::string, std::map<std::string, std::string>> musicsSet;
  103. public:
  104. CMusicHandler();
  105. /// add entry with URI musicURI in set. Track will have ID musicID
  106. void addEntryToSet(const std::string & set, const std::string & entryID, const std::string & musicURI);
  107. void init() override;
  108. void loadTerrainSounds();
  109. void release() override;
  110. void setVolume(ui32 percent) override;
  111. /// play track by URI, if loop = true music will be looped
  112. void playMusic(const std::string & musicURI, bool loop);
  113. /// play random track from this set
  114. void playMusicFromSet(const std::string & musicSet, bool loop);
  115. /// play specific track from set
  116. void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop);
  117. void stopMusic(int fade_ms=1000);
  118. void musicFinishedCallback();
  119. friend class MusicEntry;
  120. };