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/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SOUNDMANAGER_H
#define INCLUDED_SOUNDMANAGER_H
#include "lib/config2.h"
#if CONFIG2_AUDIO
#include "ISoundManager.h"
#include "data/SoundData.h"
#include "items/ISoundItem.h"
#include "scripting/SoundGroup.h"
#include "lib/external_libraries/openal.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/Profiler2.h"
#include "simulation2/system/Entity.h"
#include <vector>
#include <map>
#define AL_CHECK CSoundManager::al_check(__func__, __LINE__)
struct ALSourceHolder
{
/// Title of the column
ALuint ALSource;
ISoundItem* SourceItem;
};
typedef std::vector<VfsPath> PlayList;
typedef std::vector<ISoundItem*> ItemsList;
typedef std::map<entity_id_t, ISoundItem*> ItemsMap;
typedef std::map<std::wstring, CSoundGroup*> SoundGroupMap;
class CSoundManagerWorker;
class CSoundManager : public ISoundManager
{
NONCOPYABLE(CSoundManager);
protected:
ALCcontext* m_Context;
ALCdevice* m_Device;
ALSourceHolder* m_ALSourceBuffer;
ISoundItem* m_CurrentTune;
ISoundItem* m_CurrentEnvirons;
CSoundManagerWorker* m_Worker;
CMutex m_DistressMutex;
PlayList* m_PlayListItems;
SoundGroupMap m_SoundGroups;
float m_Gain;
float m_MusicGain;
float m_AmbientGain;
float m_ActionGain;
float m_UIGain;
bool m_Enabled;
long m_BufferSize;
int m_BufferCount;
bool m_SoundEnabled;
bool m_MusicEnabled;
bool m_MusicPaused;
bool m_AmbientPaused;
bool m_ActionPaused;
bool m_RunningPlaylist;
bool m_PlayingPlaylist;
bool m_LoopingPlaylist;
long m_PlaylistGap;
long m_DistressErrCount;
long m_DistressTime;
public:
CSoundManager();
virtual ~CSoundManager();
void StartWorker();
ISoundItem* LoadItem(const VfsPath& itemPath);
ISoundItem* ItemForData(CSoundData* itemData);
ISoundItem* ItemForEntity(entity_id_t source, CSoundData* sndData);
Status ReloadChangedFiles(const VfsPath& path);
void ClearPlayListItems();
void StartPlayList(bool doLoop);
void AddPlayListItem(const VfsPath& itemPath);
static void CreateSoundManager();
static void SetEnabled(bool doEnable);
static Status ReloadChangedFileCB(void* param, const VfsPath& path);
static void CloseGame();
static void al_ReportError(ALenum err, const char* caller, int line);
static void al_check(const char* caller, int line);
void SetMusicEnabled(bool isEnabled);
void SetSoundEnabled(bool enabled);
ALuint GetALSource(ISoundItem* anItem);
void ReleaseALSource(ALuint theSource);
ISoundItem* ItemFromData(CSoundData* itemData);
ISoundItem* ItemFromWAV(VfsPath& fname);
ISoundItem* ItemFromOgg(VfsPath& fname);
ISoundItem* GetSoundItem(unsigned long itemRow);
unsigned long Count();
void IdleTask();
void SetMemoryUsage(long bufferSize, int bufferCount);
long GetBufferCount();
long GetBufferSize();
void PlayAsMusic(const VfsPath& itemPath, bool looping);
void PlayAsAmbient(const VfsPath& itemPath, bool looping);
void PlayAsUI(const VfsPath& itemPath, bool looping);
void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound);
void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain);
bool InDistress();
void SetDistressThroughShortage();
void SetDistressThroughError();
void Pause(bool pauseIt);
void PauseMusic(bool pauseIt);
void PauseAmbient(bool pauseIt);
void PauseAction(bool pauseIt);
void SetAmbientItem(ISoundItem* anItem);
void SetMasterGain(float gain);
void SetMusicGain(float gain);
void SetAmbientGain(float gain);
void SetActionGain(float gain);
void SetUIGain(float gain);
protected:
void InitListener();
Status AlcInit();
void SetMusicItem(ISoundItem* anItem);
private:
CSoundManager(CSoundManager* UNUSED(other)){};
};
#else // !CONFIG2_AUDIO
#define AL_CHECK
#endif // !CONFIG2_AUDIO
#endif // INCLUDED_SOUNDMANAGER_H
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