CMusicHandler.h 4.8 KB

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  1. /*
  2. * CMusicHandler.h, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #pragma once
  11. #include "../lib/CConfigHandler.h"
  12. #include "../lib/CSoundBase.h"
  13. struct _Mix_Music;
  14. struct SDL_RWops;
  15. using Mix_Music = struct _Mix_Music;
  16. struct Mix_Chunk;
  17. class CAudioBase {
  18. protected:
  19. boost::mutex mutex;
  20. bool initialized;
  21. int volume; // from 0 (mute) to 100
  22. public:
  23. CAudioBase(): initialized(false), volume(0) {};
  24. virtual void init() = 0;
  25. virtual void release() = 0;
  26. virtual void setVolume(ui32 percent);
  27. ui32 getVolume() const { return volume; };
  28. };
  29. class CSoundHandler: public CAudioBase
  30. {
  31. private:
  32. //update volume on configuration change
  33. SettingsListener listener;
  34. void onVolumeChange(const JsonNode &volumeNode);
  35. using CachedChunk = std::pair<Mix_Chunk *, std::unique_ptr<ui8[]>>;
  36. std::map<AudioPath, CachedChunk> soundChunks;
  37. Mix_Chunk *GetSoundChunk(const AudioPath & sound, bool cache);
  38. /// have entry for every currently active channel
  39. /// vector will be empty if callback was not set
  40. std::map<int, std::vector<std::function<void()>> > callbacks;
  41. /// Protects access to callbacks member to avoid data races:
  42. /// SDL calls sound finished callbacks from audio thread
  43. boost::mutex mutexCallbacks;
  44. int ambientDistToVolume(int distance) const;
  45. void ambientStopSound(const AudioPath & soundId);
  46. void updateChannelVolume(int channel);
  47. const JsonNode ambientConfig;
  48. std::map<AudioPath, int> ambientChannels;
  49. std::map<int, int> channelVolumes;
  50. void initCallback(int channel, const std::function<void()> & function);
  51. void initCallback(int channel);
  52. public:
  53. CSoundHandler();
  54. void init() override;
  55. void release() override;
  56. void setVolume(ui32 percent) override;
  57. void setChannelVolume(int channel, ui32 percent);
  58. // Sounds
  59. int playSound(soundBase::soundID soundID, int repeats=0);
  60. int playSound(const AudioPath & sound, int repeats=0, bool cache=false);
  61. int playSoundFromSet(std::vector<soundBase::soundID> &sound_vec);
  62. void stopSound(int handler);
  63. void setCallback(int channel, std::function<void()> function);
  64. void soundFinishedCallback(int channel);
  65. int ambientGetRange() const;
  66. void ambientUpdateChannels(std::map<AudioPath, int> currentSounds);
  67. void ambientStopAllChannels();
  68. // Sets
  69. std::vector<soundBase::soundID> battleIntroSounds;
  70. };
  71. class CMusicHandler;
  72. //Class for handling one music file
  73. class MusicEntry
  74. {
  75. CMusicHandler *owner;
  76. Mix_Music *music;
  77. int loop; // -1 = indefinite
  78. bool fromStart;
  79. bool playing;
  80. uint32_t startTime;
  81. uint32_t startPosition;
  82. //if not null - set from which music will be randomly selected
  83. std::string setName;
  84. AudioPath currentName;
  85. void load(const AudioPath & musicURI);
  86. public:
  87. MusicEntry(CMusicHandler *owner, std::string setName, const AudioPath & musicURI, bool looped, bool fromStart);
  88. ~MusicEntry();
  89. bool isSet(std::string setName);
  90. bool isTrack(const AudioPath & trackName);
  91. bool isPlaying();
  92. bool play();
  93. bool stop(int fade_ms=0);
  94. };
  95. class CMusicHandler: public CAudioBase
  96. {
  97. private:
  98. //update volume on configuration change
  99. SettingsListener listener;
  100. void onVolumeChange(const JsonNode &volumeNode);
  101. std::unique_ptr<MusicEntry> current;
  102. std::unique_ptr<MusicEntry> next;
  103. void queueNext(CMusicHandler *owner, const std::string & setName, const AudioPath & musicURI, bool looped, bool fromStart);
  104. void queueNext(std::unique_ptr<MusicEntry> queued);
  105. void musicFinishedCallback();
  106. /// map <set name> -> <list of URI's to tracks belonging to the said set>
  107. std::map<std::string, std::vector<AudioPath>> musicsSet;
  108. /// stored position, in seconds at which music player should resume playing this track
  109. std::map<AudioPath, float> trackPositions;
  110. public:
  111. CMusicHandler();
  112. /// add entry with URI musicURI in set. Track will have ID musicID
  113. void addEntryToSet(const std::string & set, const AudioPath & musicURI);
  114. void init() override;
  115. void loadTerrainMusicThemes();
  116. void release() override;
  117. void setVolume(ui32 percent) override;
  118. /// play track by URI, if loop = true music will be looped
  119. void playMusic(const AudioPath & musicURI, bool loop, bool fromStart);
  120. /// play random track from this set
  121. void playMusicFromSet(const std::string & musicSet, bool loop, bool fromStart);
  122. /// play random track from set (musicSet, entryID)
  123. void playMusicFromSet(const std::string & musicSet, const std::string & entryID, bool loop, bool fromStart);
  124. /// stops currently playing music by fading out it over fade_ms and starts next scheduled track, if any
  125. void stopMusic(int fade_ms=1000);
  126. friend class MusicEntry;
  127. };