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VVVVVV/desktop_version/src/Music.cpp
Misa 6d3a73c540 Add pause(), pauseef(), and resumeef() to musicclass
musicclass already had a resume() function for music.

These are just wrappers around the appropriate SDL_mixer functions, to
avoid direct function calls to the mixer API. So if we ever need to do
something with all callers of pausing and resuming in the future, or we
switch to a different audio backend, the work is already done for us.

Also it just looks cleaner to be calling our musicclass function instead
of doing a direct API call to the mixer.
2021-04-02 16:13:54 -04:00

409 lines
8.5 KiB
C++

#define MUSIC_DEFINITION
#include "Music.h"
#include <SDL.h>
#include <stdio.h>
#include "BinaryBlob.h"
#include "Game.h"
#include "Map.h"
#include "UtilityClass.h"
static void songend(void);
musicclass::musicclass(void)
{
safeToProcessMusic= false;
m_doFadeInVol = false;
musicVolume = MIX_MAX_VOLUME;
FadeVolAmountPerFrame = 0;
currentsong = 0;
nicechange = -1;
nicefade = false;
resumesong = 0;
quick_fade = true;
songStart = 0;
songEnd = 0;
Mix_HookMusicFinished(&songend);
usingmmmmmm = false;
}
void musicclass::init(void)
{
soundTracks.push_back(SoundTrack( "sounds/jump.wav" ));
soundTracks.push_back(SoundTrack( "sounds/jump2.wav" ));
soundTracks.push_back(SoundTrack( "sounds/hurt.wav" ));
soundTracks.push_back(SoundTrack( "sounds/souleyeminijingle.wav" ));
soundTracks.push_back(SoundTrack( "sounds/coin.wav" ));
soundTracks.push_back(SoundTrack( "sounds/save.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crumble.wav" ));
soundTracks.push_back(SoundTrack( "sounds/vanish.wav" ));
soundTracks.push_back(SoundTrack( "sounds/blip.wav" ));
soundTracks.push_back(SoundTrack( "sounds/preteleport.wav" ));
soundTracks.push_back(SoundTrack( "sounds/teleport.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew1.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew2.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew3.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew4.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew5.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crew6.wav" ));
soundTracks.push_back(SoundTrack( "sounds/terminal.wav" ));
soundTracks.push_back(SoundTrack( "sounds/gamesaved.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crashing.wav" ));
soundTracks.push_back(SoundTrack( "sounds/blip2.wav" ));
soundTracks.push_back(SoundTrack( "sounds/countdown.wav" ));
soundTracks.push_back(SoundTrack( "sounds/go.wav" ));
soundTracks.push_back(SoundTrack( "sounds/crash.wav" ));
soundTracks.push_back(SoundTrack( "sounds/combine.wav" ));
soundTracks.push_back(SoundTrack( "sounds/newrecord.wav" ));
soundTracks.push_back(SoundTrack( "sounds/trophy.wav" ));
soundTracks.push_back(SoundTrack( "sounds/rescue.wav" ));
#ifdef VVV_COMPILEMUSIC
binaryBlob musicWriteBlob;
#define FOREACH_TRACK(blob, track_name) blob.AddFileToBinaryBlob(track_name);
TRACK_NAMES(musicWriteBlob)
#undef FOREACH_TRACK
musicWriteBlob.writeBinaryBlob("data/BinaryMusic.vvv");
musicWriteBlob.clear();
#endif
num_mmmmmm_tracks = 0;
num_pppppp_tracks = 0;
if (!mmmmmm_blob.unPackBinary("mmmmmm.vvv"))
{
mmmmmm = false;
usingmmmmmm=false;
bool ohCrap = pppppp_blob.unPackBinary("vvvvvvmusic.vvv");
SDL_assert(ohCrap && "Music not found!");
}
else
{
mmmmmm = true;
int index;
SDL_RWops *rw;
#define FOREACH_TRACK(blob, track_name) \
index = blob.getIndex(track_name); \
if (index >= 0 && index < blob.max_headers) \
{ \
rw = SDL_RWFromConstMem(blob.getAddress(index), blob.getSize(index)); \
if (rw == NULL) \
{ \
printf("Unable to read music file header: %s\n", SDL_GetError()); \
} \
else \
{ \
musicTracks.push_back(MusicTrack( rw )); \
} \
}
TRACK_NAMES(mmmmmm_blob)
num_mmmmmm_tracks += musicTracks.size();
size_t index_ = 0;
while (mmmmmm_blob.nextExtra(&index_))
{
rw = SDL_RWFromConstMem(mmmmmm_blob.getAddress(index_), mmmmmm_blob.getSize(index_));
musicTracks.push_back(MusicTrack( rw ));
num_mmmmmm_tracks++;
index_++;
}
bool ohCrap = pppppp_blob.unPackBinary("vvvvvvmusic.vvv");
SDL_assert(ohCrap && "Music not found!");
}
int index;
SDL_RWops *rw;
TRACK_NAMES(pppppp_blob)
#undef FOREACH_TRACK
num_pppppp_tracks += musicTracks.size() - num_mmmmmm_tracks;
size_t index_ = 0;
while (pppppp_blob.nextExtra(&index_))
{
rw = SDL_RWFromConstMem(pppppp_blob.getAddress(index_), pppppp_blob.getSize(index_));
musicTracks.push_back(MusicTrack( rw ));
num_pppppp_tracks++;
index_++;
}
}
static void songend(void)
{
extern musicclass music;
music.songEnd = SDL_GetPerformanceCounter();
music.resumesong = music.currentsong;
music.currentsong = -1;
}
void musicclass::destroy(void)
{
for (size_t i = 0; i < soundTracks.size(); ++i)
{
Mix_FreeChunk(soundTracks[i].sound);
}
soundTracks.clear();
// Before we free all the music: stop playing music, else SDL2_mixer
// will call SDL_Delay() if we are fading, resulting in no-draw frames
Mix_HaltMusic();
for (size_t i = 0; i < musicTracks.size(); ++i)
{
Mix_FreeMusic(musicTracks[i].m_music);
}
musicTracks.clear();
pppppp_blob.clear();
mmmmmm_blob.clear();
}
void musicclass::play(int t, const double position_sec /*= 0.0*/, const int fadein_ms /*= 3000*/)
{
if (mmmmmm && usingmmmmmm)
{
// Don't conjoin this if-statement with the above one...
if (num_mmmmmm_tracks > 0)
{
t %= num_mmmmmm_tracks;
}
}
else if (num_pppppp_tracks > 0)
{
t %= num_pppppp_tracks;
}
if (mmmmmm && !usingmmmmmm)
{
t += num_mmmmmm_tracks;
}
safeToProcessMusic = true;
musicVolume = MIX_MAX_VOLUME;
if (currentsong == t && Mix_FadingMusic() != MIX_FADING_OUT)
{
return;
}
currentsong = t;
if (t == -1)
{
return;
}
if (!INBOUNDS_VEC(t, musicTracks))
{
puts("play() out-of-bounds!");
currentsong = -1;
return;
}
if (currentsong == 0 || currentsong == 7 || (!map.custommode && (currentsong == 0+num_mmmmmm_tracks || currentsong == 7+num_mmmmmm_tracks)))
{
// Level Complete theme, no fade in or repeat
if (Mix_FadeInMusicPos(musicTracks[t].m_music, 0, 0, position_sec) == -1)
{
printf("Mix_FadeInMusicPos: %s\n", Mix_GetError());
}
}
else
{
if (Mix_FadingMusic() == MIX_FADING_OUT)
{
// We're already fading out
nicechange = t;
nicefade = true;
currentsong = -1;
if (quick_fade)
{
Mix_FadeOutMusic(500); // fade out quicker
}
else
{
quick_fade = true;
}
}
else if (Mix_FadeInMusicPos(musicTracks[t].m_music, -1, fadein_ms, position_sec) == -1)
{
printf("Mix_FadeInMusicPos: %s\n", Mix_GetError());
}
}
songStart = SDL_GetPerformanceCounter();
}
void musicclass::resume(const int fadein_ms /*= 0*/)
{
const double offset = static_cast<double>(songEnd - songStart);
const double frequency = static_cast<double>(SDL_GetPerformanceFrequency());
const double position_sec = offset / frequency;
play(resumesong, position_sec, fadein_ms);
}
void musicclass::fadein(void)
{
resume(3000); // 3000 ms fadein
}
void musicclass::pause(void)
{
Mix_PauseMusic();
}
void musicclass::haltdasmusik(void)
{
Mix_HaltMusic();
}
void musicclass::silencedasmusik(void)
{
musicVolume = 0;
}
void musicclass::setfadeamount(const int fade_ms)
{
if (fade_ms == 0)
{
FadeVolAmountPerFrame = MIX_MAX_VOLUME;
return;
}
FadeVolAmountPerFrame = MIX_MAX_VOLUME / (fade_ms / game.get_timestep());
}
void musicclass::fadeMusicVolumeIn(int ms)
{
m_doFadeInVol = true;
setfadeamount(ms);
}
void musicclass::fadeout(const bool quick_fade_ /*= true*/)
{
Mix_FadeOutMusic(2000);
resumesong = currentsong;
quick_fade = quick_fade_;
}
void musicclass::processmusicfadein(void)
{
musicVolume += FadeVolAmountPerFrame;
if (musicVolume >= MIX_MAX_VOLUME)
{
m_doFadeInVol = false;
}
}
void musicclass::processmusic(void)
{
if(!safeToProcessMusic)
{
return;
}
if (nicefade && Mix_PlayingMusic() == 0)
{
play(nicechange);
nicechange = -1;
nicefade = false;
}
if(m_doFadeInVol)
{
processmusicfadein();
}
}
void musicclass::niceplay(int t)
{
// important: do nothing if the correct song is playing!
if((!mmmmmm && currentsong!=t) || (mmmmmm && usingmmmmmm && currentsong!=t) || (mmmmmm && !usingmmmmmm && currentsong!=t+num_mmmmmm_tracks))
{
if(currentsong!=-1)
{
fadeout(false);
}
nicefade = true;
nicechange = t;
}
}
void musicclass::changemusicarea(int x, int y)
{
switch(musicroom(x, y))
{
case musicroom(11, 4):
niceplay(2);
break;
case musicroom(2, 4):
case musicroom(7, 15):
niceplay(3);
break;
case musicroom(18, 1):
case musicroom(15, 0):
niceplay(12);
break;
case musicroom(0, 0):
case musicroom(0, 16):
case musicroom(2, 11):
case musicroom(7, 9):
case musicroom(8, 11):
case musicroom(13, 2):
case musicroom(17, 12):
case musicroom(14, 19):
case musicroom(17, 17):
niceplay(4);
break;
default:
niceplay(1);
break;
}
}
void musicclass::playef(int t)
{
if (!INBOUNDS_VEC(t, soundTracks))
{
return;
}
int channel;
channel = Mix_PlayChannel(-1, soundTracks[t].sound, 0);
if(channel == -1)
{
fprintf(stderr, "Unable to play WAV file: %s\n", Mix_GetError());
}
}
void musicclass::pauseef(void)
{
Mix_Pause(-1);
}
void musicclass::resumeef(void)
{
Mix_Resume(-1);
}