Example #1
0
void sfx::play_ambient_variant_sound( const std::string &id, const std::string &variant, int volume,
                                      int channel, int duration, float pitch )
{
    if( !check_sound( volume ) ) {
        return;
    }

    const sound_effect *eff = find_random_effect( id, variant );
    if( eff == nullptr ) {
        return;
    }
    const sound_effect &selected_sound_effect = *eff;

    Mix_Chunk *effect_to_play = get_sfx_resource( selected_sound_effect.resource_id );
    Mix_Chunk *shifted_effect = do_pitch_shift( effect_to_play, pitch );
    Mix_VolumeChunk( shifted_effect,
                     selected_sound_effect.volume * get_option<int>( "AMBIENT_SOUND_VOLUME" ) * volume / ( 100 * 100 ) );
    if( duration ) {
        if( Mix_FadeInChannel( channel, shifted_effect, -1, duration ) == -1 ) {
            dbg( D_ERROR ) << "Failed to play sound effect: " << Mix_GetError();
        }
    } else {
        if( Mix_PlayChannel( channel, shifted_effect, -1 ) == -1 ) {
            dbg( D_ERROR ) << "Failed to play sound effect: " << Mix_GetError();
        }
    }

    Mix_RegisterEffect( channel, empty_effect, cleanup_when_channel_finished, shifted_effect );
}
Example #2
0
void load_soundset()
{
    const std::string default_path = FILENAMES["defaultsounddir"];
    const std::string default_soundpack = "basic";
    std::string current_soundpack = get_option<std::string>( "SOUNDPACKS" );
    std::string soundpack_path;

    // Get current soundpack and it's directory path.
    if( current_soundpack.empty() ) {
        dbg( D_ERROR ) << "Soundpack not set in options or empty.";
        soundpack_path = default_path;
        current_soundpack = default_soundpack;
    } else {
        dbg( D_INFO ) << "Current soundpack is: " << current_soundpack;
        soundpack_path = SOUNDPACKS[current_soundpack];
    }

    if( soundpack_path.empty() ) {
        dbg( D_ERROR ) << "Soundpack with name " << current_soundpack << " can't be found or empty string";
        soundpack_path = default_path;
        current_soundpack = default_soundpack;
    } else {
        dbg( D_INFO ) << '"' << current_soundpack << '"' << " soundpack: found path: " << soundpack_path;
    }

    current_soundpack_path = soundpack_path;
    try {
        loading_ui ui( false );
        DynamicDataLoader::get_instance().load_data_from_path( soundpack_path, "core", ui );
    } catch( const std::exception &err ) {
        dbg( D_ERROR ) << "failed to load sounds: " << err.what();
    }

    // Preload sound effects
    for( const auto &preload : sfx_preload ) {
        const auto find_result = sfx_resources.sound_effects.find( preload );
        if( find_result != sfx_resources.sound_effects.end() ) {
            for( const auto &sfx : find_result->second ) {
                get_sfx_resource( sfx.resource_id );
            }
        }
    }

    // Memory of unique_paths no longer required, swap with locally scoped unordered_map
    // to force deallocation of resources.
    {
        unique_paths.clear();
        std::unordered_map<std::string, int> t_swap;
        unique_paths.swap( t_swap );
    }
    // Memory of sfx_preload no longer required, swap with locally scoped vector
    // to force deallocation of resources.
    {
        sfx_preload.clear();
        std::vector<id_and_variant> t_swap;
        sfx_preload.swap( t_swap );
    }
}
Example #3
0
void sfx::play_variant_sound( const std::string &id, const std::string &variant, int volume )
{
    if( !check_sound( volume ) ) {
        return;
    }

    const sound_effect *eff = find_random_effect( id, variant );
    if( eff == nullptr ) {
        eff = find_random_effect( id, "default" );
        if( eff == nullptr ) {
            return;
        }
    }
    const sound_effect &selected_sound_effect = *eff;

    Mix_Chunk *effect_to_play = get_sfx_resource( selected_sound_effect.resource_id );
    Mix_VolumeChunk( effect_to_play,
                     selected_sound_effect.volume * get_option<int>( "SOUND_EFFECT_VOLUME" ) * volume / ( 100 * 100 ) );
    Mix_PlayChannel( -1, effect_to_play, 0 );
}
Example #4
0
void sfx::play_ambient_variant_sound( const std::string &id, const std::string &variant, int volume,
                                      int channel,
                                      int duration )
{
    if( !check_sound( volume ) ) {
        return;
    }

    const sound_effect *eff = find_random_effect( id, variant );
    if( eff == nullptr ) {
        return;
    }
    const sound_effect &selected_sound_effect = *eff;

    Mix_Chunk *effect_to_play = get_sfx_resource( selected_sound_effect.resource_id );;
    Mix_VolumeChunk( effect_to_play,
                     selected_sound_effect.volume * get_option<int>( "SOUND_EFFECT_VOLUME" ) * volume / ( 100 * 100 ) );
    if( Mix_FadeInChannel( channel, effect_to_play, -1, duration ) == -1 ) {
        dbg( D_ERROR ) << "Failed to play sound effect: " << Mix_GetError();
    }
}
Example #5
0
void sfx::play_variant_sound_pitch( const std::string &id, const std::string &variant, int volume,
                                    int angle,
                                    float pitch )
{
    if( !check_sound( volume ) ) {
        return;
    }

    const sound_effect *eff = find_random_effect( id, variant );
    if( eff == nullptr ) {
        return;
    }
    const sound_effect &selected_sound_effect = *eff;

    Mix_Chunk *effect_to_play = get_sfx_resource( selected_sound_effect.resource_id );
    Mix_Chunk *shifted_effect = do_pitch_shift( effect_to_play, pitch );
    Mix_VolumeChunk( shifted_effect,
                     selected_sound_effect.volume * get_option<int>( "SOUND_EFFECT_VOLUME" ) * volume / ( 100 * 100 ) );
    int channel = Mix_PlayChannel( -1, shifted_effect, 0 );
    Mix_RegisterEffect( channel, empty_effect, cleanup_when_channel_finished, shifted_effect );
    Mix_SetPosition( channel, angle, 1 );
}