| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406 | /* * 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 "../gui/CGuiHandler.h"#include "../CGameInfo.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 enumstatic const std::string soundsList[] = {	"", // invalid	"", // todo	VCMI_SOUND_LIST};#undef VCMI_SOUND_NAME#undef VCMI_SOUND_FILEvoid 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)		{			if (CCS)			{				CCS->soundh->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 laterint 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 itint 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 100void 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 100void CSoundHandler::setChannelVolume(int channel, ui32 percent){	Mix_Volume(channel, (MIX_MAX_VOLUME * percent) / 100);}void CSoundHandler::setCallback(int channel, std::function<void()> function){	boost::mutex::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){	boost::mutex::scoped_lock lockGuard(mutexCallbacks);	callbacks.erase(channel);}void CSoundHandler::soundFinishedCallback(int channel){	boost::mutex::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())	{		GH.dispatchMainThread(			[callback]()			{				for(const auto & entry : callback)					entry();			}			);	}}void CSoundHandler::initCallback(int channel){	boost::mutex::scoped_lock lockGuard(mutexCallbacks);	assert(callbacks.count(channel) == 0);	callbacks[channel] = {};}void CSoundHandler::initCallback(int channel, const std::function<void()> & function){	boost::mutex::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){	boost::mutex::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(){	boost::mutex::scoped_lock guard(mutex);	for(const auto & ch : ambientChannels)	{		ambientStopSound(ch.first);	}	channelVolumes.clear();	ambientChannels.clear();}
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