CMusicHandler.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include <boost/bimap.hpp>
  3. #include <SDL_mixer.h>
  4. #include "CSndHandler.h"
  5. #include "CMusicHandler.h"
  6. #include "../lib/CCreatureHandler.h"
  7. #include "../lib/CSpellHandler.h"
  8. #include "../client/CGameInfo.h"
  9. #include "../lib/JsonNode.h"
  10. #include "../lib/GameConstants.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. sndh.add_file(std::string(GameConstants::DATA_DIR + "/Data/Heroes3.snd"));
  90. sndh.add_file(std::string(GameConstants::DATA_DIR + "/Data/Heroes3-cd2.snd"), false);
  91. sndh.add_file(std::string(GameConstants::DATA_DIR + "/Data/H3ab_ahd.snd"));
  92. Mix_ChannelFinished(soundFinishedCallbackC);
  93. }
  94. }
  95. void CSoundHandler::release()
  96. {
  97. if (initialized)
  98. {
  99. Mix_HaltChannel(-1);
  100. std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
  101. for (it=soundChunks.begin(); it != soundChunks.end(); it++)
  102. {
  103. if (it->second)
  104. Mix_FreeChunk(it->second);
  105. }
  106. }
  107. CAudioBase::release();
  108. }
  109. // Allocate an SDL chunk and cache it.
  110. Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
  111. {
  112. // Find its name
  113. boost::bimap<soundBase::soundID, std::string>::left_iterator it;
  114. it = sounds.left.find(soundID);
  115. if (it == sounds.left.end())
  116. return NULL;
  117. // Load and insert
  118. int size;
  119. const char *data = sndh.extract(it->second, size);
  120. if (!data)
  121. return NULL;
  122. SDL_RWops *ops = SDL_RWFromConstMem(data, size);
  123. Mix_Chunk *chunk;
  124. chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
  125. if (!chunk)
  126. {
  127. tlog1 << "Unable to mix sound" << it->second << "(" << Mix_GetError() << ")" << std::endl;
  128. return NULL;
  129. }
  130. soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
  131. return chunk;
  132. }
  133. // Get a soundID given a filename
  134. soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
  135. {
  136. boost::bimap<soundBase::soundID, std::string>::right_iterator it;
  137. it = sounds.right.find(fileName);
  138. if (it == sounds.right.end())
  139. return soundBase::invalid;
  140. else
  141. return it->second;
  142. }
  143. void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
  144. {
  145. tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
  146. const JsonNode config(GameConstants::DATA_DIR + "/config/cr_sounds.json");
  147. CBattleSounds.resize(creatures.size());
  148. if (!config["creature_sounds"].isNull()) {
  149. BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector()) {
  150. const JsonNode *value;
  151. int id;
  152. value = &node["name"];
  153. bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
  154. if (i != CGI->creh->nameToID.end())
  155. id = i->second;
  156. else
  157. {
  158. tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
  159. continue;
  160. }
  161. /* This is a bit ugly. Maybe we should use an array for
  162. * sound ids instead of separate variables and define
  163. * attack/defend/killed/... as indexes. */
  164. #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
  165. GET_SOUND_VALUE(attack);
  166. GET_SOUND_VALUE(defend);
  167. GET_SOUND_VALUE(killed);
  168. GET_SOUND_VALUE(move);
  169. GET_SOUND_VALUE(shoot);
  170. GET_SOUND_VALUE(wince);
  171. GET_SOUND_VALUE(ext1);
  172. GET_SOUND_VALUE(ext2);
  173. GET_SOUND_VALUE(startMoving);
  174. GET_SOUND_VALUE(endMoving);
  175. #undef GET_SOUND_VALUE
  176. }
  177. }
  178. //commented to avoid spurious warnings
  179. /*
  180. // Find creatures without sounds
  181. for(ui32 i=0;i<creatures.size();i++)
  182. {
  183. // Note: this will exclude war machines, but it's better
  184. // than nothing.
  185. if (vstd::contains(CGI->creh->notUsedMonsters, i))
  186. continue;
  187. CCreature &c = creatures[i];
  188. if (c.sounds.killed == soundBase::invalid)
  189. tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
  190. }*/
  191. }
  192. void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
  193. {
  194. const JsonNode config(GameConstants::DATA_DIR + "/config/sp_sounds.json");
  195. if (!config["spell_sounds"].isNull()) {
  196. BOOST_FOREACH(const JsonNode &node, config["spell_sounds"].Vector()) {
  197. int spellid = node["id"].Float();
  198. const CSpell *s = CGI->spellh->spells[spellid];
  199. if (vstd::contains(spellSounds, s))
  200. tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
  201. spellSounds[s] = getSoundID(node["soundfile"].String());
  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. #ifdef CPP11_USE_INITIALIZERS_LIST
  272. #define VCMI_MUSIC_ID(x) { musicBase::x ,
  273. #define VCMI_MUSIC_FILE(y) y },
  274. musics = { VCMI_MUSIC_LIST};
  275. #undef VCMI_MUSIC_NAME
  276. #undef VCMI_MUSIC_FILE
  277. #else
  278. #define VCMI_MUSIC_ID(x) ( musicBase::x ,
  279. #define VCMI_MUSIC_FILE(y) y )
  280. musics = map_list_of
  281. VCMI_MUSIC_LIST;
  282. #undef VCMI_MUSIC_NAME
  283. #undef VCMI_MUSIC_FILE
  284. #endif
  285. // Vectors for helper
  286. aiMusics += musicBase::AITheme0, musicBase::AITheme1, musicBase::AITheme2;
  287. battleMusics += musicBase::combat1, musicBase::combat2,
  288. musicBase::combat3, musicBase::combat4;
  289. townMusics += musicBase::castleTown, musicBase::rampartTown,
  290. musicBase::towerTown, musicBase::infernoTown,
  291. musicBase::necroTown, musicBase::dungeonTown,
  292. musicBase::strongHoldTown, musicBase::fortressTown,
  293. musicBase::elemTown;
  294. terrainMusics += musicBase::dirt, musicBase::sand, musicBase::grass,
  295. musicBase::snow, musicBase::swamp, musicBase::rough,
  296. musicBase::underground, musicBase::lava,musicBase::water;
  297. }
  298. void CMusicHandler::init()
  299. {
  300. CAudioBase::init();
  301. if (initialized)
  302. Mix_HookMusicFinished(musicFinishedCallbackC);
  303. }
  304. void CMusicHandler::release()
  305. {
  306. if (initialized)
  307. {
  308. boost::mutex::scoped_lock guard(musicMutex);
  309. Mix_HookMusicFinished(NULL);
  310. current.reset();
  311. next.reset();
  312. }
  313. CAudioBase::release();
  314. }
  315. // Plays a music
  316. // loop: -1 always repeats, 0=do not play, 1+=number of loops
  317. void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
  318. {
  319. if (current.get() != NULL && *current == musicID)
  320. return;
  321. queueNext(new MusicEntry(this, musicID, loop));
  322. }
  323. // Helper. Randomly plays tracks from music_vec
  324. void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
  325. {
  326. if (current.get() != NULL && *current == music_vec)
  327. return;
  328. queueNext(new MusicEntry(this, music_vec, loop));
  329. }
  330. void CMusicHandler::queueNext(MusicEntry *queued)
  331. {
  332. if (!initialized)
  333. return;
  334. boost::mutex::scoped_lock guard(musicMutex);
  335. next.reset(queued);
  336. if (current.get() != NULL)
  337. {
  338. current->stop(1000);
  339. }
  340. else
  341. {
  342. current.reset(next.release());
  343. current->play();
  344. }
  345. }
  346. // Stop and free the current music
  347. void CMusicHandler::stopMusic(int fade_ms)
  348. {
  349. if (!initialized)
  350. return;
  351. boost::mutex::scoped_lock guard(musicMutex);
  352. if (current.get() != NULL)
  353. current->stop(fade_ms);
  354. next.reset();
  355. }
  356. // Sets the music volume, from 0 (mute) to 100
  357. void CMusicHandler::setVolume(ui32 percent)
  358. {
  359. CAudioBase::setVolume(percent);
  360. if (initialized)
  361. Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
  362. }
  363. // Called by SDL when a music finished.
  364. void CMusicHandler::musicFinishedCallback(void)
  365. {
  366. boost::mutex::scoped_lock guard(musicMutex);
  367. if (current.get() != NULL)
  368. {
  369. //return if current music still not finished
  370. if (current->play())
  371. return;
  372. else
  373. current.reset();
  374. }
  375. if (current.get() == NULL && next.get() != NULL)
  376. {
  377. current.reset(next.release());
  378. current->play();
  379. }
  380. }
  381. MusicEntry::MusicEntry(CMusicHandler *_owner, musicBase::musicID _musicID, int _loopCount):
  382. owner(_owner),
  383. music(NULL),
  384. loopCount(_loopCount)
  385. {
  386. load(_musicID);
  387. }
  388. MusicEntry::MusicEntry(CMusicHandler *_owner, std::vector<musicBase::musicID> &_musicVec, int _loopCount):
  389. currentID(musicBase::music_todo),
  390. owner(_owner),
  391. music(NULL),
  392. loopCount(_loopCount),
  393. musicVec(_musicVec)
  394. {
  395. //In this case music will be loaded only on playing - no need to call load() here
  396. }
  397. MusicEntry::~MusicEntry()
  398. {
  399. tlog5<<"Del-ing music file "<<filename<<"\n";
  400. if (music)
  401. Mix_FreeMusic(music);
  402. }
  403. void MusicEntry::load(musicBase::musicID ID)
  404. {
  405. currentID = ID;
  406. filename = GameConstants::DATA_DIR + "/Mp3/";
  407. filename += owner->musics[ID];
  408. tlog5<<"Loading music file "<<filename<<"\n";
  409. if (music)
  410. Mix_FreeMusic(music);
  411. music = Mix_LoadMUS(filename.c_str());
  412. if(!music)
  413. {
  414. tlog3 << "Warning: Cannot open " << filename << ": " << Mix_GetError() << std::endl;
  415. return;
  416. }
  417. #ifdef _WIN32
  418. //The assertion will fail if old MSVC libraries pack .dll is used
  419. assert(Mix_GetMusicType(music) != MUS_MP3);
  420. #endif
  421. }
  422. bool MusicEntry::play()
  423. {
  424. if (loopCount == 0)
  425. return false;
  426. if (loopCount > 0)
  427. loopCount--;
  428. if (!musicVec.empty())
  429. load(musicVec.at(rand() % musicVec.size()));
  430. tlog5<<"Playing music file "<<filename<<"\n";
  431. if(Mix_PlayMusic(music, 1) == -1)
  432. {
  433. tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
  434. return false;
  435. }
  436. return true;
  437. }
  438. void MusicEntry::stop(int fade_ms)
  439. {
  440. tlog5<<"Stoping music file "<<filename<<"\n";
  441. loopCount = 0;
  442. Mix_FadeOutMusic(fade_ms);
  443. }
  444. bool MusicEntry::operator == (musicBase::musicID _musicID) const
  445. {
  446. return musicVec.empty() && currentID == _musicID;
  447. }
  448. bool MusicEntry::operator == (std::vector<musicBase::musicID> &_musicVec) const
  449. {
  450. return musicVec == _musicVec;
  451. }