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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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 SOUND_H
#define SOUND_H
#include <SDL_mixer.h>
#include "configlistener.h"
#include <string>
#include "localconsts.h"
class SDLMusic;
static const std::string SOUND_INFO = "soundinfo";
static const std::string SOUND_ERROR = "sounderror";
static const std::string SOUND_REQUEST = "soundrequest";
static const std::string SOUND_TRADE = "soundtrade";
static const std::string SOUND_WHISPER = "soundwhisper";
static const std::string SOUND_HIGHLIGHT = "soundhighlight";
static const std::string SOUND_GLOBAL = "soundglobal";
static const std::string SOUND_GUILD = "soundguild";
static const std::string SOUND_SHOW_WINDOW = "soundshowwindow";
static const std::string SOUND_HIDE_WINDOW = "soundhidewindow";
/** Sound engine
*
* \ingroup CORE
*/
class Sound final : public ConfigListener
{
public:
Sound();
A_DELETE_COPY(Sound)
~Sound();
void optionChanged(const std::string &value) override;
/**
* Installs the sound engine.
*/
void init();
/**
* Removes all sound functionalities.
*/
void close();
/**
* Starts background music.
*
* @param fileName The name of the music file.
*/
void playMusic(const std::string &fileName);
/**
* 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);
int getMaxVolume() const 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();
std::string getCurrentMusicFile() const 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();
private:
/** Logs various info about sound device. */
void info() const;
/** 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;
bool mPlayBattle;
bool mPlayGui;
bool mPlayMusic;
int mGuiChannel;
};
extern Sound sound;
#endif
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