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https://github.com/scummvm/scummvm.git
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177 lines
5.9 KiB
C++
177 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "common/config-manager.h"
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#include "crab/crab.h"
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#include "crab/GameParam.h"
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#include "crab/ScreenSettings.h"
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#include "crab/XMLDoc.h"
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#include "crab/music/MusicManager.h"
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namespace Crab {
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using namespace pyrodactyl::music;
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//------------------------------------------------------------------------
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// Purpose: Clear stored data
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//------------------------------------------------------------------------
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void MusicManager::freeMusic() {
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delete _musicHandle;
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}
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void MusicManager::freeChunk() {
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for (auto &i : _effects) {
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i._value->_file.close();
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delete i._value->_handle;
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delete i._value->_stream;
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delete i._value;
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}
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_effects.clear();
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}
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//------------------------------------------------------------------------
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// Purpose: Play or queue music
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//------------------------------------------------------------------------
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void MusicManager::playMusic(const MusicKey &id) {
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if (_bg._id != id) {
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XMLDoc trackList(g_engine->_filePath->_soundMusic);
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if (trackList.ready()) {
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rapidxml::xml_node<char> *node = trackList.doc()->first_node("music");
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for (auto n = node->first_node(); n != nullptr; n = n->next_sibling()) {
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rapidxml::xml_attribute<char> *att = n->first_attribute("id");
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if (att != nullptr && id == stringToNumber<MusicKey>(att->value())) {
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if (g_system->getMixer()->isSoundHandleActive(*_musicHandle))
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g_system->getMixer()->stopHandle(*_musicHandle);
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_bg.reset();
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_bg.load(n);
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break;
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}
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}
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}
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if (_bg._track != nullptr && id >= 0)
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g_system->getMixer()->playStream(Audio::Mixer::kMusicSoundType, _musicHandle, _bg._track, (int)_bg._id);
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Play or queue sound effects
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//------------------------------------------------------------------------
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void MusicManager::playEffect(const ChunkKey &id, const int &loops) {
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// I am not sure if the game uses a value of more than 0 anywhere.
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// For now error out in case loops > 0.
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assert(loops == 0);
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if (_effects.contains(id)) {
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EffectAudio *audio = _effects[id];
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audio->_stream->rewind();
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g_system->getMixer()->playStream(Audio::Mixer::kSFXSoundType, audio->_handle, audio->_stream, id, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
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}
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}
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void MusicManager::syncSettings() {
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bool mute = false;
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if (ConfMan.hasKey("mute"))
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mute = ConfMan.getBool("mute");
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int volumeEff = mute ? 0 : ConfMan.getInt("sfx_volume");
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int volumeMus = mute ? 0 : ConfMan.getInt("music_volume");
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// Set the volume from the settings
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volEffects(volumeEff);
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volMusic(volumeMus);
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}
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//------------------------------------------------------------------------
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// Purpose: Initialize the music subsystem and load sound effects
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//------------------------------------------------------------------------
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bool MusicManager::load(rapidxml::xml_node<char> *node) {
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_musicHandle = new Audio::SoundHandle();
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syncSettings();
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// Load sound effects
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XMLDoc trackList(g_engine->_filePath->_soundEffect);
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if (trackList.ready()) {
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rapidxml::xml_node<char> *tnode = trackList.doc()->first_node("effects");
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if (nodeValid(tnode)) {
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loadNum(_notify, "notify", tnode);
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loadNum(_repInc, "rep_inc", tnode);
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loadNum(_repDec, "rep_dec", tnode);
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for (auto n = tnode->first_node(); n != nullptr; n = n->next_sibling()) {
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rapidxml::xml_attribute<char> *id = n->first_attribute("id"), *path = n->first_attribute("path");
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if (id != nullptr && path != nullptr) {
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EffectAudio *audio = new EffectAudio();
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Common::Path cleansedPath = cleansePath(Common::Path(path->value(), '/'));
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if (audio->_file.open(cleansedPath)) {
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audio->_handle = new Audio::SoundHandle();
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audio->_stream = Audio::makeWAVStream(&audio->_file, DisposeAfterUse::NO);
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_effects[stringToNumber<ChunkKey>(id->value())] = audio;
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} else {
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delete audio;
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warning("Could not open audio file : %s", cleansedPath.toString().c_str());
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return false;
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}
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}
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}
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}
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}
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return true;
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}
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void MusicManager::saveState() {
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bool unmute = volEffects() > 0 || volMusic() > 0;
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// set flag in case either value is greater than 0
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if (ConfMan.hasKey("mute"))
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ConfMan.setBool("mute", !unmute);
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ConfMan.setInt("sfx_volume", volEffects());
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ConfMan.setInt("music_volume", volMusic());
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ConfMan.flushToDisk();
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g_engine->syncSoundSettings();
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#if 0
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rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, "sound");
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child->append_attribute(doc.allocate_attribute("music", g_engine->_stringPool->Get(Mix_VolumeMusic(-1))));
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child->append_attribute(doc.allocate_attribute("effects", g_engine->_stringPool->Get(Mix_Volume(0, -1))));
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child->append_attribute(doc.allocate_attribute("frequency", g_engine->_stringPool->Get(freq)));
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child->append_attribute(doc.allocate_attribute("channels", g_engine->_stringPool->Get(channels)));
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child->append_attribute(doc.allocate_attribute("chunk_size", g_engine->_stringPool->Get(chunksize)));
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root->append_node(child);
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#endif
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}
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} // End of namespace Crab
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