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authorBjørn Lindeijer <bjorn@lindeijer.nl>2005-02-13 22:34:13 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2005-02-13 22:34:13 +0000
commit68b8dc8a49a23d512abd01f657308ab6785078a6 (patch)
tree10abeee295a2d1560e8214689c075e46d624289b /src/sound.cpp
parentfb6fa0f35843e437c3171de39920ce5e42e28817 (diff)
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Largely cleanups.
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diff --git a/src/sound.cpp b/src/sound.cpp
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+/*
+ * The Mana World
+ * Copyright 2004 The Mana World Development Team
+ *
+ * This file is part of The Mana World.
+ *
+ * The Mana World 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.
+ *
+ * The Mana World 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 The Mana World; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ * $Id$
+ */
+
+#include "sound.h"
+
+#ifdef __DEBUG
+#include <iostream>
+#endif
+
+/**
+ \brief install the sound engine
+ \param voices overall reserved voices
+ \param mod_voices voices dedicated for mod-playback
+
+ NOTE:
+ overall voices must not be less or equal to the
+ specified amount of mod_voices!
+ if mod-voices is too low some mods will not sound
+ correctly since a couple of tracks are not going
+ to be played along w/ the others. so missing ins-
+ truments can be a result.
+ 32/20 sounds realistic here.
+*/
+void Sound::init(int voices, int mod_voices)
+{
+ if (isOk == 0) {
+ throw("Sound engine cannot be initialized twice!\n");
+ }
+
+ bgm = NULL;
+ int audio_rate = 44100;
+ Uint16 audio_format = AUDIO_S16; /* 16-bit stereo */
+ int audio_channels = 2;
+ int audio_buffers = 4096;
+
+ if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers)) {
+#ifndef __DEBUG
+ throw("Unable to open audio device!\n");
+#else
+ throw(Mix_GetError());
+#endif
+ }
+
+ Mix_QuerySpec(&audio_rate, &audio_format, &audio_channels);
+
+ pan = 128;
+ items = -1;
+ isOk = 0;
+
+#ifdef __DEBUG
+ std::cout << "Sound::Init() Initializing Sound\n";
+#endif
+}
+
+/**
+ \brief set the volume value-range: 0-128
+ \param music volume value
+
+ NOTE:
+ all values may only be between 0-128 where 0 means
+ muted.
+*/
+void Sound::setVolume(int music)
+{
+ if (isOk == -1)
+ return;
+
+ if (isMaxVol(music) == false) {
+ vol_music = music;
+ Mix_VolumeMusic(vol_music);
+ }
+}
+
+/**
+ \brief adjusts current volume
+ \param amusic volume difference
+*/
+void Sound::adjustVolume(int amusic)
+{
+ if (isOk == -1)
+ return;
+
+ if (!isMaxVol(vol_music + amusic)) {
+ vol_music += amusic;
+ Mix_VolumeMusic(vol_music);
+ }
+}
+
+/**
+ \brief start BGM
+ \param in full path to file
+ \param loop how many times should the midi be looped? (-1 = infinite)
+*/
+void Sound::startBgm(char * in, int loop)
+{
+ if (isOk == -1)
+ return;
+
+ if (bgm != NULL) {
+ stopBgm();
+ }
+
+ bgm = Mix_LoadMUS(in);
+ Mix_PlayMusic(bgm, loop);
+#ifdef __DEBUG
+ std::cout << "Sound::startBgm() Playing \"" << in << "\" " << loop << " times\n";
+#endif
+}
+
+/**
+ \brief stop all currently running BGM tracks
+
+ NOTE:
+ you need to stop all playback when you want to
+ switch from mod to midi. playing a new track is
+ usually simple as calling StartMIDI() or StartMOD() again.
+ passing NULL to the playing functions only means to make
+ playback stop.
+*/
+void Sound::stopBgm()
+{
+ if (isOk == -1) {
+ return;
+ }
+
+#ifdef __DEBUG
+ std::cout << "Sound::stopBgm()\n";
+#endif
+
+ if (bgm != NULL) {
+ Mix_HaltMusic();
+ Mix_FreeMusic(bgm);
+ bgm = NULL;
+ }
+}
+
+/**
+ \brief preloads a sound-item into buffer
+ \param fpath full path to file
+ \param type type of item (SOUND_MOD, SOUND_MID, SOUND_SFX)
+
+ NOTE:
+ please make sure that the object is not loaded more
+ than once since the function will not run any checks
+ on its own!
+
+ the return value should be kept as a reference to the
+ object loaded. if not it is practicaly lost.
+*/
+SOUND_SID Sound::loadItem(char *fpath)
+{
+#ifdef __DEBUG
+ std::cout << "Sound::loadItem() precaching \"" << fpath << "\"\n";
+#endif
+ Mix_Chunk *newItem;
+ if ((newItem = Mix_LoadWAV(fpath))) {
+ soundpool[++items] = newItem;
+#ifdef __DEBUG
+ std::cout << "Sound::loadItem() success SOUND_SID = " << items << std::endl;
+#endif
+ return items;
+ }
+
+ return 0;
+}
+
+/**
+ \brief plays an item in soundpool
+ \param id id returned to the item in the soundpool
+ \param volume volume the sound should be played with (possible range: 0-128)
+*/
+void Sound::startItem(SOUND_SID id, int volume)
+{
+ if (soundpool[id]) {
+#ifdef __DEBUG
+ std::cout << "Sound::startItem() playing SOUND_SID = " << id << std::endl;
+#endif
+ Mix_VolumeChunk(soundpool[id], volume);
+ Mix_PlayChannel(-1, soundpool[id], 0);
+ }
+}
+
+/**
+ \brief wipe all items off the cache
+*/
+void Sound::clearCache()
+{
+ for(SOUND_SID i = 0; i == items; i++) {
+ Mix_FreeChunk(soundpool[i]);
+ soundpool[i] = NULL;
+ }
+
+ soundpool.clear();
+#ifdef __DEBUG
+ std::cout << "Sound::clearCache() wiped all items off the cache\n";
+#endif
+}
+
+/**
+ \brief deinstall all sound functionality
+
+ NOTE:
+ normally you won't need to call this since this is
+ done by SDL when shutting itself down. but if
+ you find a reason to delete the sound-engine from
+ memory (e.g. garbage-collection) feel free to use
+ it. :-P
+*/
+void Sound::close(void)
+{
+ isOk = -1;
+ clearCache();
+ Mix_CloseAudio();
+#ifdef __DEBUG
+ std::cout << "Sound::close() shutting down Sound\n";
+#endif
+}
+
+/**
+ \brief checks if value equals min-/maximum volume and returns
+ true if that's the case.
+*/
+bool Sound::isMaxVol(int vol)
+{
+ if (vol > 0 && vol < 128) return false;
+ else return true;
+}