1
0
forked from 0ad/0ad
0ad/source/soundmanager/SoundManager.h
wraitii ba736916fc Clean up ThreadUtil, use standard C++11 constructs instead of custom ones.
ThreadUtil shipped a scope lock and a mutex implementation, which can be
removed since we now have these in the standard library.
This lets us clean up this header which get included everywhere (through
profiler includes).

Tested By: Angen and Stan
Differential Revision: https://code.wildfiregames.com/D1915
This was SVN commit r22344.
2019-06-06 19:30:48 +00:00

178 lines
4.4 KiB
C++

/* Copyright (C) 2019 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SOUNDMANAGER_H
#define INCLUDED_SOUNDMANAGER_H
#include "lib/config2.h"
#if CONFIG2_AUDIO
#include "ISoundManager.h"
#include "data/SoundData.h"
#include "items/ISoundItem.h"
#include "scripting/SoundGroup.h"
#include "lib/external_libraries/openal.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/Profiler2.h"
#include "simulation2/system/Entity.h"
#include <map>
#include <mutex>
#include <vector>
#define AL_CHECK CSoundManager::al_check(__func__, __LINE__)
struct ALSourceHolder
{
/// Title of the column
ALuint ALSource;
ISoundItem* SourceItem;
};
typedef std::vector<VfsPath> PlayList;
typedef std::vector<ISoundItem*> ItemsList;
typedef std::map<entity_id_t, ISoundItem*> ItemsMap;
typedef std::map<std::wstring, CSoundGroup*> SoundGroupMap;
class CSoundManagerWorker;
class CSoundManager : public ISoundManager
{
NONCOPYABLE(CSoundManager);
protected:
ALCcontext* m_Context;
ALCdevice* m_Device;
ALSourceHolder* m_ALSourceBuffer;
ISoundItem* m_CurrentTune;
ISoundItem* m_CurrentEnvirons;
CSoundManagerWorker* m_Worker;
std::mutex m_DistressMutex;
PlayList* m_PlayListItems;
SoundGroupMap m_SoundGroups;
float m_Gain;
float m_MusicGain;
float m_AmbientGain;
float m_ActionGain;
float m_UIGain;
bool m_Enabled;
long m_BufferSize;
int m_BufferCount;
bool m_SoundEnabled;
bool m_MusicEnabled;
bool m_MusicPaused;
bool m_AmbientPaused;
bool m_ActionPaused;
bool m_RunningPlaylist;
bool m_PlayingPlaylist;
bool m_LoopingPlaylist;
long m_PlaylistGap;
long m_DistressErrCount;
long m_DistressTime;
public:
CSoundManager();
virtual ~CSoundManager();
void StartWorker();
ISoundItem* LoadItem(const VfsPath& itemPath);
ISoundItem* ItemForData(CSoundData* itemData);
ISoundItem* ItemForEntity(entity_id_t source, CSoundData* sndData);
Status ReloadChangedFiles(const VfsPath& path);
void ClearPlayListItems();
void StartPlayList(bool doLoop);
void AddPlayListItem(const VfsPath& itemPath);
static void CreateSoundManager();
static void SetEnabled(bool doEnable);
static Status ReloadChangedFileCB(void* param, const VfsPath& path);
static void CloseGame();
static void al_ReportError(ALenum err, const char* caller, int line);
static void al_check(const char* caller, int line);
void SetMusicEnabled(bool isEnabled);
void SetSoundEnabled(bool enabled);
ALuint GetALSource(ISoundItem* anItem);
void ReleaseALSource(ALuint theSource);
ISoundItem* ItemFromData(CSoundData* itemData);
ISoundItem* ItemFromWAV(VfsPath& fname);
ISoundItem* ItemFromOgg(VfsPath& fname);
ISoundItem* GetSoundItem(unsigned long itemRow);
unsigned long Count();
void IdleTask();
void SetMemoryUsage(long bufferSize, int bufferCount);
long GetBufferCount();
long GetBufferSize();
void PlayAsMusic(const VfsPath& itemPath, bool looping);
void PlayAsAmbient(const VfsPath& itemPath, bool looping);
void PlayAsUI(const VfsPath& itemPath, bool looping);
void PlayAsGroup(const VfsPath& groupPath, const CVector3D& sourcePos, entity_id_t source, bool ownedSound);
void PlayGroupItem(ISoundItem* anItem, ALfloat groupGain);
bool InDistress();
void SetDistressThroughShortage();
void SetDistressThroughError();
void Pause(bool pauseIt);
void PauseMusic(bool pauseIt);
void PauseAmbient(bool pauseIt);
void PauseAction(bool pauseIt);
void SetAmbientItem(ISoundItem* anItem);
void SetMasterGain(float gain);
void SetMusicGain(float gain);
void SetAmbientGain(float gain);
void SetActionGain(float gain);
void SetUIGain(float gain);
protected:
void InitListener();
Status AlcInit();
void SetMusicItem(ISoundItem* anItem);
private:
CSoundManager(CSoundManager* UNUSED(other)){};
};
#else // !CONFIG2_AUDIO
#define AL_CHECK
#endif // !CONFIG2_AUDIO
#endif // INCLUDED_SOUNDMANAGER_H