blob: 2e039a3edc5134047cdd6243c10d4f8e0a6d8e6b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2017 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* 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 2 of the License, or
* 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/>.
*/
#ifndef SOUNDMANAGER_H
#define SOUNDMANAGER_H
#include "enums/simpletypes/skiperror.h"
#include "listeners/configlistener.h"
#include "localconsts.h"
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wshadow")
#include <SDL_mixer.h>
#pragma GCC diagnostic pop
class SDLMusic;
/** SoundManager
*
* \ingroup CORE
*/
class SoundManager final : public ConfigListener
{
public:
SoundManager();
A_DELETE_COPY(SoundManager)
~SoundManager();
void optionChanged(const std::string &value) override final;
/**
* Installs the sound engine.
*/
void init();
void testAudio();
/**
* Removes all sound functionalities.
*/
void close();
/**
* Starts background music.
*
* @param fileName The name of the music file.
*/
void playMusic(const std::string &fileName,
const SkipError skipError);
/**
* Stops currently running background music track.
*/
void stopMusic();
/**
* Fades in background music.
*
* @param fileName The name of the music file.
* @param ms Duration of fade-in effect (ms)
*/
// void fadeInMusic(const std::string &fileName, const int ms = 1000);
/**
* Fades out currently running background music track.
*
* @param ms Duration of fade-out effect (ms)
*/
void fadeOutMusic(const int ms = 1000);
/**
* Fades out a background music and play a new one.
*
* @param fileName The name of the music file.
* @param ms Duration of fade-out effect (ms)
*/
void fadeOutAndPlayMusic(const std::string &fileName,
const int ms = 1000);
constexpr static int getMaxVolume() A_WARN_UNUSED
{ return MIX_MAX_VOLUME; }
void setMusicVolume(const int volume);
void setSfxVolume(const int volume);
/**
* Plays an item.
*
* @param path The resource path to the sound file.
*/
void playSfx(const std::string &path, const int x = 0,
const int y = 0) const;
/**
* Plays an item for gui.
*
* @param path The resource path to the sound file.
*/
void playGuiSfx(const std::string &path);
void playGuiSound(const std::string &name);
void changeAudio();
void volumeOff() const;
void volumeRestore() const;
std::string getCurrentMusicFile() const noexcept2 A_WARN_UNUSED
{ return mCurrentMusicFile; }
/**
* The sound logic.
* Currently used to check whether the music file can be freed after
* a fade out, and whether new music has to be played.
*/
void logic();
void shutdown();
private:
/** Logs various info about sound device. */
static void info();
/** Halts and frees currently playing music. */
void haltMusic();
/**
* When calling fadeOutAndPlayMusic(),
* the music file below will then be played
*/
std::string mNextMusicFile;
bool mInstalled;
int mSfxVolume;
int mMusicVolume;
std::string mCurrentMusicFile;
SDLMusic *mMusic;
int mGuiChannel;
bool mPlayBattle;
bool mPlayGui;
bool mPlayMusic;
bool mFadeoutMusic;
bool mCacheSounds;
};
extern SoundManager soundManager;
#endif // SOUNDMANAGER_H
|