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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:
- struct MixChunkDeleter
- {
- void operator ()(Mix_Chunk *);
- };
- using MixChunkPtr = std::unique_ptr<Mix_Chunk, MixChunkDeleter>;
- //update volume on configuration change
- SettingsListener listener;
- void onVolumeChange(const JsonNode & volumeNode);
- using CachedChunk = std::pair<MixChunkPtr, std::unique_ptr<ui8[]>>;
- /// List of all permanently cached sound chunks
- std::map<AudioPath, CachedChunk> soundChunks;
- /// List of all currently playing chunks that are currently playing
- /// and should be deallocated once channel playback is over
- /// indexed by channel ID
- std::map<int, MixChunkPtr> uncachedPlayingChunks;
- MixChunkPtr getSoundChunk(const AudioPath & sound);
- Mix_Chunk * getSoundChunkCached(const AudioPath & sound);
- MixChunkPtr getSoundChunk(std::pair<std::unique_ptr<ui8[]>, si64> & data);
- /// 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
- std::mutex mutexCallbacks;
- int ambientDistToVolume(int distance) const;
- void ambientStopSound(const AudioPath & soundId);
- void updateChannelVolume(int channel);
- const JsonNode ambientConfig;
- std::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);
- void storeChunk(int channel, MixChunkPtr chunk);
- int playSoundImpl(const AudioPath & sound, int repeats, bool useCache);
- 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) final;
- int playSound(const AudioPath & sound) final;
- int playSoundLooped(const AudioPath & sound) final;
- int playSound(std::pair<std::unique_ptr<ui8[]>, si64> & data) 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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