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							- /*
 
-  * CMusicHandler.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 "../lib/CConfigHandler.h"
 
- #include "../lib/CSoundBase.h"
 
- struct _Mix_Music;
 
- struct SDL_RWops;
 
- using Mix_Music = struct _Mix_Music;
 
- struct Mix_Chunk;
 
- class CAudioBase {
 
- protected:
 
- 	boost::mutex mutex;
 
- 	bool initialized;
 
- 	int volume;					// from 0 (mute) to 100
 
- public:
 
- 	CAudioBase(): initialized(false), volume(0) {};
 
- 	virtual void init() = 0;
 
- 	virtual void release() = 0;
 
- 	virtual void setVolume(ui32 percent);
 
- 	ui32 getVolume() const { return volume; };
 
- };
 
- class CSoundHandler: public CAudioBase
 
- {
 
- private:
 
- 	//soundBase::soundID getSoundID(const std::string &fileName);
 
- 	//update volume on configuration change
 
- 	SettingsListener listener;
 
- 	void onVolumeChange(const JsonNode &volumeNode);
 
- 	using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
 
- 	std::map<std::string, CachedChunk> soundChunks;
 
- 	Mix_Chunk *GetSoundChunk(std::string &sound, 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(std::string soundId);
 
- 	void updateChannelVolume(int channel);
 
- 	const JsonNode ambientConfig;
 
- 	std::map<std::string, int> ambientChannels;
 
- 	std::map<int, int> channelVolumes;
 
- 	void initCallback(int channel, const std::function<void()> & function);
 
- 	void initCallback(int channel);
 
- public:
 
- 	CSoundHandler();
 
- 	void init() override;
 
- 	void release() override;
 
- 	void setVolume(ui32 percent) override;
 
- 	void setChannelVolume(int channel, ui32 percent);
 
- 	// Sounds
 
- 	int playSound(soundBase::soundID soundID, int repeats=0);
 
- 	int playSound(std::string sound, int repeats=0, bool cache=false);
 
- 	int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
 
- 	void stopSound(int handler);
 
- 	void setCallback(int channel, std::function<void()> function);
 
- 	void soundFinishedCallback(int channel);
 
- 	int ambientGetRange() const;
 
- 	void ambientUpdateChannels(std::map<std::string, int> currentSounds);
 
- 	void ambientStopAllChannels();
 
- 	// Sets
 
- 	std::vector<soundBase::soundID> battleIntroSounds;
 
- };
 
- // Helper //now it looks somewhat useless
 
- #define battle_sound(creature,what_sound) creature->sounds.what_sound
 
- class CMusicHandler;
 
- //Class for handling one music file
 
- class MusicEntry
 
- {
 
- 	CMusicHandler *owner;
 
- 	Mix_Music *music;
 
- 	int loop; // -1 = indefinite
 
- 	bool fromStart;
 
- 	bool playing;
 
- 	uint32_t startTime;
 
- 	uint32_t startPosition;
 
- 	//if not null - set from which music will be randomly selected
 
- 	std::string setName;
 
- 	std::string currentName;
 
- 	void load(std::string musicURI);
 
- public:
 
- 	MusicEntry(CMusicHandler *owner, std::string setName, std::string musicURI, bool looped, bool fromStart);
 
- 	~MusicEntry();
 
- 	bool isSet(std::string setName);
 
- 	bool isTrack(std::string trackName);
 
- 	bool isPlaying();
 
- 	bool play();
 
- 	bool stop(int fade_ms=0);
 
- };
 
- class CMusicHandler: public CAudioBase
 
- {
 
- private:
 
- 	//update volume on configuration change
 
- 	SettingsListener listener;
 
- 	void onVolumeChange(const JsonNode &volumeNode);
 
- 	std::unique_ptr<MusicEntry> current;
 
- 	std::unique_ptr<MusicEntry> next;
 
- 	void queueNext(CMusicHandler *owner, const std::string & setName, const std::string & musicURI, bool looped, bool fromStart);
 
- 	void queueNext(std::unique_ptr<MusicEntry> queued);
 
- 	void musicFinishedCallback();
 
- 	/// map <set name> -> <list of URI's to tracks belonging to the said set>
 
- 	std::map<std::string, std::vector<std::string>> musicsSet;
 
- 	/// stored position, in seconds at which music player should resume playing this track
 
- 	std::map<std::string, float> trackPositions;
 
- public:
 
- 	CMusicHandler();
 
- 	/// add entry with URI musicURI in set. Track will have ID musicID
 
- 	void addEntryToSet(const std::string & set, const std::string & musicURI);
 
- 	void init() override;
 
- 	void loadTerrainMusicThemes();
 
- 	void release() override;
 
- 	void setVolume(ui32 percent) override;
 
- 	/// play track by URI, if loop = true music will be looped
 
- 	void playMusic(const std::string & musicURI, bool loop, bool fromStart);
 
- 	/// play random track from this set
 
- 	void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart);
 
- 	/// play random track from set (musicSet, entryID)
 
- 	void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart);
 
- 	/// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
 
- 	void stopMusic(int fade_ms=1000);
 
- 	friend class MusicEntry;
 
- };
 
 
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