244 lines
7.5 KiB
C++
244 lines
7.5 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdsound.h"
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#include "audio_mixer_user.h"
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#include "music_sound_manager.h"
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#include "music_sound.h"
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#include "music_source.h"
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using namespace NLMISC;
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using namespace std;
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namespace NLSOUND {
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// ***************************************************************************
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CMusicSoundManager::CMusicSoundManager()
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{
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_Enabled= true;
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_CurrentMusicPlaying= NULL;
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_PlayStartTime= INT_MIN;
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_TimeConstraintEnabled= true;
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}
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// ***************************************************************************
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void CMusicSoundManager::addMusicSourcePlaying(CMusicSource *musicSource)
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{
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if(!musicSource)
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return;
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_Sources.insert(musicSource);
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}
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// ***************************************************************************
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void CMusicSoundManager::removeMusicSourcePlaying(CMusicSource *musicSource)
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{
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_Sources.erase(musicSource);
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// may remove from the already played source
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_AlreadyPlayedSources.erase(musicSource);
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}
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// ***************************************************************************
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void CMusicSoundManager::update()
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{
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// if disabled, then just quit
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if(!_Enabled)
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return;
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// update playing music each frame
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NLMISC::TTime currentTime= CTime::getLocalTime();
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CAudioMixerUser *mixer= CAudioMixerUser::instance();
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// **** First, see if the current music played is cut-able
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bool canPlayNewMusic= true;
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// if the current played music has not ended his "minimum play time"
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if(_TimeConstraintEnabled && _CurrentMusicPlaying && currentTime<=_PlayStartTime+_CurrentMusicPlaying->getMinimumPlayTime())
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canPlayNewMusic= false;
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// if cannot play new music, continue the current one
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if(!canPlayNewMusic)
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return;
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// **** Search a music to replace the currently played one
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CMusicSound *bestSound= _CurrentMusicPlaying;
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CMusicSource *bestSource= NULL;
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std::set<CMusicSource*>::iterator it= _Sources.begin();
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// for all possibles music sources
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for(;it!=_Sources.end();it++)
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{
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CMusicSource *src= *it;
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CMusicSound *snd= dynamic_cast<CMusicSound*>(src->getSound());
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// error, -> skip
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if(!snd)
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continue;
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// If the source was already played (this is not a loop sound), skip it
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// NB: It may be the current one but in this case it doesn't matters....
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if(_AlreadyPlayedSources.find(src)!=_AlreadyPlayedSources.end())
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continue;
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// verify that this sound can be played again from the last time it has been played
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if(_TimeConstraintEnabled && snd->LastStopTime>INT_MIN && currentTime<=snd->LastStopTime+snd->getTimeBeforeCanReplay())
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continue;
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// if no sound yet, take it
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if(!bestSound)
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{
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bestSource= src;
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bestSound= snd;
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}
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// else compare sound
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else
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{
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// take the higher priority (priority value is inversed: 0 is the best priority)
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if(snd->getPriority()<bestSound->getPriority())
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{
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bestSound= snd;
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bestSource= src;
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}
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// else, other criteria
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else if(snd->getPriority()==bestSound->getPriority())
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{
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/* if the new sound is not looping and the best is, consider the new sound as an "instant sound"
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which is prioritary
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*/
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if(!snd->getLooping() && bestSound->getLooping())
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{
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bestSound= snd;
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bestSource= src;
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}
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else if(snd->getLooping() == bestSound->getLooping())
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{
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// if the bestSound is the current sound played, prefer to not change the sound
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if(bestSound!=_CurrentMusicPlaying)
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{
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/* NB: here, bestSound can be != from _CurrentMusicPlaying in the following cases:
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- _CurrentMusicPlaying= NULL
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- bestSound was assigned to a higher priority sound than _CurrentMusicPlaying
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thereFore snd should be different from _CurrentMusicPlaying, since this one is of
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lower priority...
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*/
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// compare name to avoid full random jitter
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string snd0= CStringMapper::unmap(bestSound->getFileName());
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string snd1= CStringMapper::unmap(snd->getFileName());
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if(snd1>snd0)
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{
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bestSound= snd;
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bestSource= src;
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}
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}
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}
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}
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}
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}
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// if some new music found (different from the currently played one)
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if(bestSound && bestSound!= _CurrentMusicPlaying)
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{
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// then launch the new music
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startMusic(bestSound, bestSource);
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}
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// else, no new music found => if the music is currently playing
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else if(_CurrentMusicPlaying)
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{
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// if the music has ended (and not loop), stop
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if(_CurrentMusicPlaying->getLooping()==false && mixer->isMusicEnded())
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{
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// without fade (no need since ended)
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stopMusic(false);
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}
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else
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{
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// verify that a source with this sound still exist. If not, we have to cut this sound too
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bool found= false;
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std::set<CMusicSource*>::iterator it= _Sources.begin();
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for(;it!=_Sources.end();it++)
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{
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CMusicSource *src= *it;
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CMusicSound *snd= dynamic_cast<CMusicSound*>(src->getSound());
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if(snd && snd==_CurrentMusicPlaying)
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{
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found= true;
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break;
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}
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}
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// if not found, cut the music
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if(!found)
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{
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// with fade
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stopMusic(true);
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}
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}
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}
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}
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// ***************************************************************************
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void CMusicSoundManager::enable(bool enable)
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{
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// if disabled, stop any music (without any fade)
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if(!enable)
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stopMusic(false);
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_Enabled= enable;
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}
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// ***************************************************************************
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void CMusicSoundManager::startMusic(CMusicSound *newMs, CMusicSource *newSrc)
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{
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nlassert(newMs && newSrc);
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// fade with the current. Take the min of new FadeIn and old FadeOut
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sint32 xFade= newMs->getFadeInLength();
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if(_CurrentMusicPlaying)
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xFade= min(xFade, _CurrentMusicPlaying->getFadeOutLength());
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// start play the new music, xFade with the old
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CAudioMixerUser::instance()->playMusic(CStringMapper::unmap(newMs->getFileName()), uint(xFade), true, newMs->getLooping());
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// Mark the old one as stoped
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if(_CurrentMusicPlaying)
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{
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_CurrentMusicPlaying->LastStopTime= CTime::getLocalTime();
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}
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// update markers
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_CurrentMusicPlaying= newMs;
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_PlayStartTime= CTime::getLocalTime();
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// The source is played this time. Avoid replay it for infinite time if the player stay in the zone
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if(!newMs->getLooping())
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_AlreadyPlayedSources.insert(newSrc);
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}
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// ***************************************************************************
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void CMusicSoundManager::stopMusic(bool allowFade)
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{
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if(_CurrentMusicPlaying)
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{
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// stop with or without fadeout
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if(allowFade)
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CAudioMixerUser::instance()->stopMusic(_CurrentMusicPlaying->getFadeOutLength());
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else
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CAudioMixerUser::instance()->stopMusic(0);
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// Mark the last stop time
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_CurrentMusicPlaying->LastStopTime= CTime::getLocalTime();
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// no more music playing
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_CurrentMusicPlaying= NULL;
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}
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}
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} // NLSOUND
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