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							- /*
 
-  * CSoundHandler.h, 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
 
-  *
 
-  */
 
- #pragma once
 
- #include "CAudioBase.h"
 
- #include "ISoundPlayer.h"
 
- #include "../lib/CConfigHandler.h"
 
- struct Mix_Chunk;
 
- class CSoundHandler final : public CAudioBase, public ISoundPlayer
 
- {
 
- private:
 
- 	//update volume on configuration change
 
- 	SettingsListener listener;
 
- 	void onVolumeChange(const JsonNode & volumeNode);
 
- 	using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
 
- 	std::map<AudioPath, CachedChunk> soundChunks;
 
- 	std::map<std::vector<ui8>, CachedChunk> soundChunksRaw;
 
- 	Mix_Chunk * GetSoundChunk(const AudioPath & sound, bool cache);
 
- 	Mix_Chunk * GetSoundChunk(std::pair<std::unique_ptr<ui8[]>, si64> & data, bool cache);
 
- 	/// have entry for every currently active channel
 
- 	/// vector will be empty if callback was not set
 
- 	std::map<int, std::vector<std::function<void()>>> callbacks;
 
- 	/// Protects access to callbacks member to avoid data races:
 
- 	/// SDL calls sound finished callbacks from audio thread
 
- 	boost::mutex mutexCallbacks;
 
- 	int ambientDistToVolume(int distance) const;
 
- 	void ambientStopSound(const AudioPath & soundId);
 
- 	void updateChannelVolume(int channel);
 
- 	const JsonNode ambientConfig;
 
- 	boost::mutex mutex;
 
- 	std::map<AudioPath, int> ambientChannels;
 
- 	std::map<int, int> channelVolumes;
 
- 	int volume = 0;
 
- 	void initCallback(int channel, const std::function<void()> & function);
 
- 	void initCallback(int channel);
 
- public:
 
- 	CSoundHandler();
 
- 	~CSoundHandler();
 
- 	ui32 getVolume() const final;
 
- 	void setVolume(ui32 percent) final;
 
- 	void setChannelVolume(int channel, ui32 percent);
 
- 	// Sounds
 
- 	uint32_t getSoundDurationMilliseconds(const AudioPath & sound) final;
 
- 	int playSound(soundBase::soundID soundID, int repeats = 0) final;
 
- 	int playSound(const AudioPath & sound, int repeats = 0, bool cache = false) final;
 
- 	int playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data, int repeats = 0, bool cache = false) final;
 
- 	int playSoundFromSet(std::vector<soundBase::soundID> & sound_vec) final;
 
- 	void stopSound(int handler) final;
 
- 	void pauseSound(int handler) final;
 
- 	void resumeSound(int handler) final;
 
- 	void setCallback(int channel, std::function<void()> function) final;
 
- 	void resetCallback(int channel) final;
 
- 	void soundFinishedCallback(int channel) final;
 
- 	int ambientGetRange() const final;
 
- 	void ambientUpdateChannels(std::map<AudioPath, int> currentSounds) final;
 
- 	void ambientStopAllChannels() final;
 
- };
 
 
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