scummvm/engines/crab/music/MusicManager.cpp
2023-12-24 13:19:25 +01:00

177 lines
5.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "common/config-manager.h"
#include "crab/crab.h"
#include "crab/GameParam.h"
#include "crab/ScreenSettings.h"
#include "crab/XMLDoc.h"
#include "crab/music/MusicManager.h"
namespace Crab {
using namespace pyrodactyl::music;
//------------------------------------------------------------------------
// Purpose: Clear stored data
//------------------------------------------------------------------------
void MusicManager::freeMusic() {
delete _musicHandle;
}
void MusicManager::freeChunk() {
for (auto &i : _effects) {
i._value->_file.close();
delete i._value->_handle;
delete i._value->_stream;
delete i._value;
}
_effects.clear();
}
//------------------------------------------------------------------------
// Purpose: Play or queue music
//------------------------------------------------------------------------
void MusicManager::playMusic(const MusicKey &id) {
if (_bg._id != id) {
XMLDoc trackList(g_engine->_filePath->_soundMusic);
if (trackList.ready()) {
rapidxml::xml_node<char> *node = trackList.doc()->first_node("music");
for (auto n = node->first_node(); n != nullptr; n = n->next_sibling()) {
rapidxml::xml_attribute<char> *att = n->first_attribute("id");
if (att != nullptr && id == stringToNumber<MusicKey>(att->value())) {
if (g_system->getMixer()->isSoundHandleActive(*_musicHandle))
g_system->getMixer()->stopHandle(*_musicHandle);
_bg.reset();
_bg.load(n);
break;
}
}
}
if (_bg._track != nullptr && id >= 0)
g_system->getMixer()->playStream(Audio::Mixer::kMusicSoundType, _musicHandle, _bg._track, (int)_bg._id);
}
}
//------------------------------------------------------------------------
// Purpose: Play or queue sound effects
//------------------------------------------------------------------------
void MusicManager::playEffect(const ChunkKey &id, const int &loops) {
// I am not sure if the game uses a value of more than 0 anywhere.
// For now error out in case loops > 0.
assert(loops == 0);
if (_effects.contains(id)) {
EffectAudio *audio = _effects[id];
audio->_stream->rewind();
g_system->getMixer()->playStream(Audio::Mixer::kSFXSoundType, audio->_handle, audio->_stream, id, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
}
}
void MusicManager::syncSettings() {
bool mute = false;
if (ConfMan.hasKey("mute"))
mute = ConfMan.getBool("mute");
int volumeEff = mute ? 0 : ConfMan.getInt("sfx_volume");
int volumeMus = mute ? 0 : ConfMan.getInt("music_volume");
// Set the volume from the settings
volEffects(volumeEff);
volMusic(volumeMus);
}
//------------------------------------------------------------------------
// Purpose: Initialize the music subsystem and load sound effects
//------------------------------------------------------------------------
bool MusicManager::load(rapidxml::xml_node<char> *node) {
_musicHandle = new Audio::SoundHandle();
syncSettings();
// Load sound effects
XMLDoc trackList(g_engine->_filePath->_soundEffect);
if (trackList.ready()) {
rapidxml::xml_node<char> *tnode = trackList.doc()->first_node("effects");
if (nodeValid(tnode)) {
loadNum(_notify, "notify", tnode);
loadNum(_repInc, "rep_inc", tnode);
loadNum(_repDec, "rep_dec", tnode);
for (auto n = tnode->first_node(); n != nullptr; n = n->next_sibling()) {
rapidxml::xml_attribute<char> *id = n->first_attribute("id"), *path = n->first_attribute("path");
if (id != nullptr && path != nullptr) {
EffectAudio *audio = new EffectAudio();
Common::Path cleansedPath = cleansePath(Common::Path(path->value(), '/'));
if (audio->_file.open(cleansedPath)) {
audio->_handle = new Audio::SoundHandle();
audio->_stream = Audio::makeWAVStream(&audio->_file, DisposeAfterUse::NO);
_effects[stringToNumber<ChunkKey>(id->value())] = audio;
} else {
delete audio;
warning("Could not open audio file : %s", cleansedPath.toString().c_str());
return false;
}
}
}
}
}
return true;
}
void MusicManager::saveState() {
bool unmute = volEffects() > 0 || volMusic() > 0;
// set flag in case either value is greater than 0
if (ConfMan.hasKey("mute"))
ConfMan.setBool("mute", !unmute);
ConfMan.setInt("sfx_volume", volEffects());
ConfMan.setInt("music_volume", volMusic());
ConfMan.flushToDisk();
g_engine->syncSoundSettings();
#if 0
rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, "sound");
child->append_attribute(doc.allocate_attribute("music", g_engine->_stringPool->Get(Mix_VolumeMusic(-1))));
child->append_attribute(doc.allocate_attribute("effects", g_engine->_stringPool->Get(Mix_Volume(0, -1))));
child->append_attribute(doc.allocate_attribute("frequency", g_engine->_stringPool->Get(freq)));
child->append_attribute(doc.allocate_attribute("channels", g_engine->_stringPool->Get(channels)));
child->append_attribute(doc.allocate_attribute("chunk_size", g_engine->_stringPool->Get(chunksize)));
root->append_node(child);
#endif
}
} // End of namespace Crab