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							- #include "StdInc.h"
 
- #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"
 
- #include "../lib/GameConstants.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(ui32 percent)
 
- {
 
- 	if (percent > 100)
 
- 		percent = 100;
 
- 	volume = percent;
 
- }
 
- void CSoundHandler::onVolumeChange(const JsonNode &volumeNode)
 
- {
 
- 	setVolume(volumeNode.Float());
 
- }
 
- CSoundHandler::CSoundHandler():
 
- 	listener(settings.listen["general"]["sound"])
 
- {
 
- 	listener(boost::bind(&CSoundHandler::onVolumeChange, this, _1));
 
- 	// 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(GameConstants::DATA_DIR + "/Data/Heroes3.snd"));
 
- 		sndh.add_file(std::string(GameConstants::DATA_DIR + "/Data/Heroes3-cd2.snd"), false);
 
- 		sndh.add_file(std::string(GameConstants::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;
 
- 	const JsonNode config(GameConstants::DATA_DIR + "/config/cr_sounds.json");
 
- 	CBattleSounds.resize(creatures.size());
 
- 	if (!config["creature_sounds"].isNull()) {
 
- 		BOOST_FOREACH(const JsonNode &node, config["creature_sounds"].Vector()) {
 
- 			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(ui32 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)
 
- {
 
- 	const JsonNode config(GameConstants::DATA_DIR + "/config/sp_sounds.json");
 
- 	if (!config["spell_sounds"].isNull()) {
 
- 		BOOST_FOREACH(const JsonNode &node, config["spell_sounds"].Vector()) {
 
- 			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(ui32 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);
 
- }
 
- void CMusicHandler::onVolumeChange(const JsonNode &volumeNode)
 
- {
 
- 	setVolume(volumeNode.Float());
 
- }
 
- CMusicHandler::CMusicHandler():
 
- 	listener(settings.listen["general"]["music"])
 
- {
 
- 	listener(boost::bind(&CMusicHandler::onVolumeChange, this, _1));
 
- 	// Map music IDs
 
- #ifdef CPP11_USE_INITIALIZERS_LIST
 
- 	#define VCMI_MUSIC_ID(x) { musicBase::x ,
 
- 	#define VCMI_MUSIC_FILE(y) y },
 
- 		musics = { VCMI_MUSIC_LIST};
 
- 	#undef VCMI_MUSIC_NAME
 
- 	#undef VCMI_MUSIC_FILE
 
- #else
 
- 	#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
 
- #endif
 
- 	// 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.reset(next.release());
 
- 		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(ui32 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.reset(next.release());
 
- 		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 = GameConstants::DATA_DIR + "/Mp3/";
 
- 	filename += owner->musics[ID];
 
- 	tlog5<<"Loading music file "<<filename<<"\n";
 
- 	if (music)
 
- 		Mix_FreeMusic(music);
 
- 	music = Mix_LoadMUS(filename.c_str());
 
- 	if(!music)
 
- 	{
 
- 		tlog3 << "Warning: Cannot open " << filename << ": " << Mix_GetError() << std::endl;
 
- 		return;
 
- 	}
 
- #ifdef _WIN32
 
- 	//The assertion will fail if old MSVC libraries pack .dll is used
 
- 	assert(Mix_GetMusicType(music) != MUS_MP3);
 
- #endif
 
- }
 
- bool MusicEntry::play()
 
- {
 
- 	if (loopCount == 0)
 
- 		return false;
 
- 	if (loopCount > 0)
 
- 		loopCount--;
 
- 	if (!musicVec.empty())
 
- 		load(musicVec.at(rand() % musicVec.size()));
 
- 	tlog5<<"Playing music file "<<filename<<"\n";
 
- 	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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