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- #include "../stdafx.h"
- #include <sstream>
- #include <boost/assign/std/vector.hpp>
- #include <boost/assign/list_of.hpp>
- #include <boost/bimap.hpp>
- #include <SDL_mixer.h>
- #include "CSndHandler.h"
- #include "CMusicHandler.h"
- #include "../lib/CCreatureHandler.h"
- #include "../lib/CSpellHandler.h"
- #include "../client/CGameInfo.h"
- #include "../lib/JsonNode.h"
- /*
- * 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
- *
- */
- using namespace boost::assign;
- static boost::bimap<soundBase::soundID, std::string> sounds;
- // Not pretty, but there's only one music handler object in the game.
- static void soundFinishedCallbackC(int channel)
- {
- CCS->soundh->soundFinishedCallback(channel);
- }
- static void musicFinishedCallbackC(void)
- {
- CCS->musich->musicFinishedCallback();
- }
- void CAudioBase::init()
- {
- if (initialized)
- return;
- if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024)==-1)
- {
- tlog1 << "Mix_OpenAudio error: " << Mix_GetError() << std::endl;
- return;
- }
- initialized = true;
- }
- void CAudioBase::release()
- {
- if (initialized)
- {
- Mix_CloseAudio();
- initialized = false;
- }
- }
- void CAudioBase::setVolume(unsigned int percent)
- {
- if (percent > 100)
- percent = 100;
-
- volume = percent;
- }
- CSoundHandler::CSoundHandler()
- {
- // Map sound names
- #define VCMI_SOUND_NAME(x) ( soundBase::x,
- #define VCMI_SOUND_FILE(y) #y )
- sounds = boost::assign::list_of<boost::bimap<soundBase::soundID, std::string>::relation>
- VCMI_SOUND_LIST;
- #undef VCMI_SOUND_NAME
- #undef VCMI_SOUND_FILE
- // Vectors for helper(s)
- pickupSounds += soundBase::pickup01, soundBase::pickup02, soundBase::pickup03,
- soundBase::pickup04, soundBase::pickup05, soundBase::pickup06, soundBase::pickup07;
- horseSounds += // must be the same order as terrains (see EterrainType);
- soundBase::horseDirt, soundBase::horseSand, soundBase::horseGrass,
- soundBase::horseSnow, soundBase::horseSwamp, soundBase::horseRough,
- soundBase::horseSubterranean, soundBase::horseLava,
- soundBase::horseWater, soundBase::horseRock;
- battleIntroSounds += soundBase::battle00, soundBase::battle01,
- soundBase::battle02, soundBase::battle03, soundBase::battle04,
- soundBase::battle05, soundBase::battle06, soundBase::battle07;
- };
- void CSoundHandler::init()
- {
- CAudioBase::init();
- if (initialized)
- {
- // Load sounds
- sndh.add_file(std::string(DATA_DIR "/Data/Heroes3.snd"));
- sndh.add_file(std::string(DATA_DIR "/Data/Heroes3-cd2.snd"), false);
- sndh.add_file(std::string(DATA_DIR "/Data/H3ab_ahd.snd"));
- Mix_ChannelFinished(soundFinishedCallbackC);
- }
- }
- void CSoundHandler::release()
- {
- if (initialized)
- {
- Mix_HaltChannel(-1);
- std::map<soundBase::soundID, Mix_Chunk *>::iterator it;
- for (it=soundChunks.begin(); it != soundChunks.end(); it++)
- {
- if (it->second)
- Mix_FreeChunk(it->second);
- }
- }
- CAudioBase::release();
- }
- // Allocate an SDL chunk and cache it.
- Mix_Chunk *CSoundHandler::GetSoundChunk(soundBase::soundID soundID)
- {
- // Find its name
- boost::bimap<soundBase::soundID, std::string>::left_iterator it;
- it = sounds.left.find(soundID);
- if (it == sounds.left.end())
- return NULL;
- // Load and insert
- int size;
- const char *data = sndh.extract(it->second, size);
- if (!data)
- return NULL;
- SDL_RWops *ops = SDL_RWFromConstMem(data, size);
- Mix_Chunk *chunk;
- chunk = Mix_LoadWAV_RW(ops, 1); // will free ops
- if (!chunk)
- {
- tlog1 << "Unable to mix sound" << it->second << "(" << Mix_GetError() << ")" << std::endl;
- return NULL;
- }
- soundChunks.insert(std::pair<soundBase::soundID, Mix_Chunk *>(soundID, chunk));
- return chunk;
- }
- // Get a soundID given a filename
- soundBase::soundID CSoundHandler::getSoundID(const std::string &fileName)
- {
- boost::bimap<soundBase::soundID, std::string>::right_iterator it;
- it = sounds.right.find(fileName);
- if (it == sounds.right.end())
- return soundBase::invalid;
- else
- return it->second;
- }
- void CSoundHandler::initCreaturesSounds(const std::vector<ConstTransitivePtr< CCreature> > &creatures)
- {
- tlog5 << "\t\tReading config/cr_sounds.json" << std::endl;
- class JsonNode config(DATA_DIR "/config/cr_sounds.json");
- CBattleSounds.resize(creatures.size());
- if (!config["creature_sounds"].isNull()) {
- const JsonVector &vector = config["creature_sounds"].Vector();
-
- for (JsonVector::const_iterator it = vector.begin(); it!=vector.end(); ++it) {
- const JsonNode &node = *it;
- const JsonNode *value;
- int id;
- value = &node["name"];
- bmap<std::string,int>::const_iterator i = CGI->creh->nameToID.find(value->String());
- if (i != CGI->creh->nameToID.end())
- id = i->second;
- else
- {
- tlog1 << "Sound info for an unknown creature: " << value->String() << std::endl;
- continue;
- }
- /* This is a bit ugly. Maybe we should use an array for
- * sound ids instead of separate variables and define
- * attack/defend/killed/... as indexes. */
- #define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) CBattleSounds[id].value_name = getSoundID(value->String()); } while(0)
- GET_SOUND_VALUE(attack);
- GET_SOUND_VALUE(defend);
- GET_SOUND_VALUE(killed);
- GET_SOUND_VALUE(move);
- GET_SOUND_VALUE(shoot);
- GET_SOUND_VALUE(wince);
- GET_SOUND_VALUE(ext1);
- GET_SOUND_VALUE(ext2);
- GET_SOUND_VALUE(startMoving);
- GET_SOUND_VALUE(endMoving);
- #undef GET_SOUND_VALUE
- }
- }
-
- //commented to avoid spurious warnings
- /*
- // Find creatures without sounds
- for(unsigned int i=0;i<creatures.size();i++)
- {
- // Note: this will exclude war machines, but it's better
- // than nothing.
- if (vstd::contains(CGI->creh->notUsedMonsters, i))
- continue;
- CCreature &c = creatures[i];
- if (c.sounds.killed == soundBase::invalid)
- tlog1 << "creature " << c.idNumber << " doesn't have sounds" << std::endl;
- }*/
- }
- void CSoundHandler::initSpellsSounds(const std::vector< ConstTransitivePtr<CSpell> > &spells)
- {
- class JsonNode config(DATA_DIR "/config/sp_sounds.json");
- if (!config["spell_sounds"].isNull()) {
- const JsonVector &vector = config["spell_sounds"].Vector();
-
- for (JsonVector::const_iterator it = vector.begin(); it!=vector.end(); ++it) {
- const JsonNode &node = *it;
- int spellid = node["id"].Float();
- const CSpell *s = CGI->spellh->spells[spellid];
- if (vstd::contains(spellSounds, s))
- tlog1 << "Spell << " << spellid << " already has a sound" << std::endl;
- spellSounds[s] = getSoundID(node["soundfile"].String());
- }
- }
- }
- // Plays a sound, and return its channel so we can fade it out later
- int CSoundHandler::playSound(soundBase::soundID soundID, int repeats)
- {
- if (!initialized)
- return -1;
- int channel;
- Mix_Chunk *chunk = GetSoundChunk(soundID);
- if (chunk)
- {
- channel = Mix_PlayChannel(-1, chunk, repeats);
- if (channel == -1)
- tlog1 << "Unable to play sound file " << soundID << " , error " << Mix_GetError() << std::endl;
- else
- callbacks[channel];//insert empty callback
- }
- else
- {
- channel = -1;
- }
- return channel;
- }
- // Helper. Randomly select a sound from an array and play it
- int CSoundHandler::playSoundFromSet(std::vector<soundBase::soundID> &sound_vec)
- {
- return playSound(sound_vec[rand() % sound_vec.size()]);
- }
- void CSoundHandler::stopSound( int handler )
- {
- if (initialized && handler != -1)
- Mix_HaltChannel(handler);
- }
- // Sets the sound volume, from 0 (mute) to 100
- void CSoundHandler::setVolume(unsigned int percent)
- {
- CAudioBase::setVolume(percent);
- if (initialized)
- Mix_Volume(-1, (MIX_MAX_VOLUME * volume)/100);
- }
- void CSoundHandler::setCallback(int channel, boost::function<void()> function)
- {
- std::map<int, boost::function<void()> >::iterator iter;
- iter = callbacks.find(channel);
- //channel not found. It may have finished so fire callback now
- if(iter == callbacks.end())
- function();
- else
- iter->second = function;
- }
- void CSoundHandler::soundFinishedCallback(int channel)
- {
- std::map<int, boost::function<void()> >::iterator iter;
- iter = callbacks.find(channel);
- assert(iter != callbacks.end());
- if (iter->second)
- iter->second();
- callbacks.erase(iter);
- }
- CMusicHandler::CMusicHandler()
- {
- // Map music IDs
- #define VCMI_MUSIC_ID(x) ( musicBase::x ,
- #define VCMI_MUSIC_FILE(y) y )
- musics = map_list_of
- VCMI_MUSIC_LIST;
- #undef VCMI_MUSIC_NAME
- #undef VCMI_MUSIC_FILE
- // Vectors for helper
- aiMusics += musicBase::AITheme0, musicBase::AITheme1, musicBase::AITheme2;
-
- battleMusics += musicBase::combat1, musicBase::combat2,
- musicBase::combat3, musicBase::combat4;
-
- townMusics += musicBase::castleTown, musicBase::rampartTown,
- musicBase::towerTown, musicBase::infernoTown,
- musicBase::necroTown, musicBase::dungeonTown,
- musicBase::strongHoldTown, musicBase::fortressTown,
- musicBase::elemTown;
- terrainMusics += musicBase::dirt, musicBase::sand, musicBase::grass,
- musicBase::snow, musicBase::swamp, musicBase::rough,
- musicBase::underground, musicBase::lava,musicBase::water;
- }
- void CMusicHandler::init()
- {
- CAudioBase::init();
- if (initialized)
- Mix_HookMusicFinished(musicFinishedCallbackC);
- }
- void CMusicHandler::release()
- {
- if (initialized)
- {
- boost::mutex::scoped_lock guard(musicMutex);
- Mix_HookMusicFinished(NULL);
- current.reset();
- next.reset();
- }
- CAudioBase::release();
- }
- // Plays a music
- // loop: -1 always repeats, 0=do not play, 1+=number of loops
- void CMusicHandler::playMusic(musicBase::musicID musicID, int loop)
- {
- if (current.get() != NULL && *current == musicID)
- return;
- queueNext(new MusicEntry(this, musicID, loop));
- }
- // Helper. Randomly plays tracks from music_vec
- void CMusicHandler::playMusicFromSet(std::vector<musicBase::musicID> &music_vec, int loop)
- {
- if (current.get() != NULL && *current == music_vec)
- return;
- queueNext(new MusicEntry(this, music_vec, loop));
- }
- void CMusicHandler::queueNext(MusicEntry *queued)
- {
- if (!initialized)
- return;
- boost::mutex::scoped_lock guard(musicMutex);
- next.reset(queued);
- if (current.get() != NULL)
- {
- current->stop(1000);
- }
- else
- {
- current = next;
- current->play();
- }
- }
- // Stop and free the current music
- void CMusicHandler::stopMusic(int fade_ms)
- {
- if (!initialized)
- return;
- boost::mutex::scoped_lock guard(musicMutex);
- if (current.get() != NULL)
- current->stop(fade_ms);
- next.reset();
- }
- // Sets the music volume, from 0 (mute) to 100
- void CMusicHandler::setVolume(unsigned int percent)
- {
- CAudioBase::setVolume(percent);
- if (initialized)
- Mix_VolumeMusic((MIX_MAX_VOLUME * volume)/100);
- }
- // Called by SDL when a music finished.
- void CMusicHandler::musicFinishedCallback(void)
- {
- boost::mutex::scoped_lock guard(musicMutex);
- if (current.get() != NULL)
- {
- //return if current music still not finished
- if (current->play())
- return;
- else
- current.reset();
- }
- if (current.get() == NULL && next.get() != NULL)
- {
- current = next;
- current->play();
- }
- }
- MusicEntry::MusicEntry(CMusicHandler *_owner, musicBase::musicID _musicID, int _loopCount):
- owner(_owner),
- music(NULL),
- loopCount(_loopCount)
- {
- load(_musicID);
- }
- MusicEntry::MusicEntry(CMusicHandler *_owner, std::vector<musicBase::musicID> &_musicVec, int _loopCount):
- currentID(musicBase::music_todo),
- owner(_owner),
- music(NULL),
- loopCount(_loopCount),
- musicVec(_musicVec)
- {
- //In this case music will be loaded only on playing - no need to call load() here
- }
- MusicEntry::~MusicEntry()
- {
- tlog5<<"Del-ing music file "<<filename<<"\n";
- if (music)
- Mix_FreeMusic(music);
- }
- void MusicEntry::load(musicBase::musicID ID)
- {
- currentID = ID;
- filename = DATA_DIR "/Mp3/";
- filename += owner->musics[ID];
- tlog5<<"Loading music file "<<filename<<"\n";
- if (music)
- Mix_FreeMusic(music);
- music = Mix_LoadMUS(filename.c_str());
- #ifdef _WIN32
- //The assertion will fail if old MSVC libraries pack .dll is used
- assert(Mix_GetMusicType(music) == MUS_MP3_MAD);
- #endif
- }
- bool MusicEntry::play()
- {
- tlog5<<"Playing music file "<<filename<<"\n";
- if (loopCount == 0)
- return false;
- if (loopCount > 0)
- loopCount--;
- if (!musicVec.empty())
- load(musicVec.at(rand() % musicVec.size()));
- if(Mix_PlayMusic(music, 1) == -1)
- {
- tlog1 << "Unable to play music (" << Mix_GetError() << ")" << std::endl;
- return false;
- }
- return true;
- }
- void MusicEntry::stop(int fade_ms)
- {
- tlog5<<"Stoping music file "<<filename<<"\n";
- loopCount = 0;
- Mix_FadeOutMusic(fade_ms);
- }
- bool MusicEntry::operator == (musicBase::musicID _musicID) const
- {
- return musicVec.empty() && currentID == _musicID;
- }
- bool MusicEntry::operator == (std::vector<musicBase::musicID> &_musicVec) const
- {
- return musicVec == _musicVec;
- }
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