// // Sound.cpp // // Higher-level audio functions. // Reading theme sound setings, playing audio samples etc. // #include "Sound.h" #include "resources/ResourceManager.h" #include "AudioManager.h" #include "Log.h" #include "Settings.h" #include "ThemeData.h" NavigationSounds* NavigationSounds::sInstance = nullptr; std::map< std::string, std::shared_ptr > Sound::sMap; std::shared_ptr Sound::get(const std::string& path) { auto it = sMap.find(path); if (it != sMap.cend()) return it->second; std::shared_ptr sound = std::shared_ptr(new Sound(path)); AudioManager::getInstance()->registerSound(sound); sMap[path] = sound; return sound; } std::shared_ptr Sound::getFromTheme(const std::shared_ptr& theme, const std::string& view, const std::string& element) { LOG(LogDebug) << "Sound::getFromTheme(): Looking for navigation sound tag ."; const ThemeData::ThemeElement* elem = theme->getElement(view, element, "sound"); if (!elem || !elem->has("path")) { LOG(LogDebug) << "Sound::getFromTheme(): " << "Tag not found, using fallback sound file."; return get(ResourceManager::getInstance()-> getResourcePath(":/sounds/" + element + ".wav")); } LOG(LogDebug) << "Sound::getFromTheme(): Tag found, ready to load theme sound file."; return get(elem->get("path")); } NavigationSounds* NavigationSounds::getInstance() { if (sInstance == nullptr) sInstance = new NavigationSounds(); return sInstance; } void NavigationSounds::deinit() { if (sInstance) delete sInstance; sInstance = nullptr; } void NavigationSounds::loadThemeNavigationSounds(const std::shared_ptr& theme) { navigationSounds.push_back(Sound::getFromTheme(theme, "all", "systembrowse")); navigationSounds.push_back(Sound::getFromTheme(theme, "all", "quicksysselect")); navigationSounds.push_back(Sound::getFromTheme(theme, "all", "select")); navigationSounds.push_back(Sound::getFromTheme(theme, "all", "back")); navigationSounds.push_back(Sound::getFromTheme(theme, "all", "scroll")); navigationSounds.push_back(Sound::getFromTheme(theme, "all", "favorite")); navigationSounds.push_back(Sound::getFromTheme(theme, "all", "launch")); } void NavigationSounds::playThemeNavigationSound(NavigationSoundsID soundID) { NavigationSounds::getInstance()->navigationSounds[soundID]->play(); } bool NavigationSounds::isPlayingThemeNavigationSound(NavigationSoundsID soundID) { return NavigationSounds::getInstance()->navigationSounds[soundID]->isPlaying(); } Sound::Sound( const std::string & path) : mSampleData(nullptr), mSamplePos(0), mSampleLength(0), playing(false) { loadFile(path); } Sound::~Sound() { deinit(); } void Sound::loadFile(const std::string & path) { mPath = path; init(); } void Sound::init() { if (mSampleData != nullptr) deinit(); if (mPath.empty()) return; // Load WAV file via SDL. SDL_AudioSpec wave; Uint8 * data = nullptr; Uint32 dlen = 0; if (SDL_LoadWAV(mPath.c_str(), &wave, &data, &dlen) == nullptr) { LOG(LogError) << "Error - Failed to load theme navigation sound file:"; LOG(LogError) << SDL_GetError(); return; } // Build conversion buffer. SDL_AudioCVT cvt; SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq, AUDIO_S16, 2, 44100); // Copy data to conversion buffer. cvt.len = dlen; cvt.buf = new Uint8[cvt.len * cvt.len_mult]; memcpy(cvt.buf, data, dlen); // Convert buffer to stereo, 16bit, 44.1kHz. if (SDL_ConvertAudio(&cvt) < 0) { LOG(LogError) << "Error converting sound \"" << mPath << "\" to 44.1kHz, 16bit, stereo format!\n" << " " << SDL_GetError(); delete[] cvt.buf; } else { // Worked. set up member data. SDL_LockAudio(); mSampleData = cvt.buf; mSampleLength = cvt.len_cvt; mSamplePos = 0; mSampleFormat.channels = 2; mSampleFormat.freq = 44100; mSampleFormat.format = AUDIO_S16; SDL_UnlockAudio(); } // Free WAV data now. SDL_FreeWAV(data); } void Sound::deinit() { playing = false; if (mSampleData != nullptr) { SDL_LockAudio(); delete[] mSampleData; mSampleData = nullptr; mSampleLength = 0; mSamplePos = 0; SDL_UnlockAudio(); } } void Sound::play() { if (mSampleData == nullptr) return; if (!Settings::getInstance()->getBool("NavigationSounds")) return; AudioManager::getInstance(); SDL_LockAudio(); if (playing) // Replay from start. rewind the sample to the beginning. mSamplePos = 0; else // Flag our sample as playing. playing = true; SDL_UnlockAudio(); // Tell the AudioManager to start playing samples. AudioManager::getInstance()->play(); } bool Sound::isPlaying() const { return playing; } void Sound::stop() { // Flag our sample as not playing and rewind its position. SDL_LockAudio(); playing = false; mSamplePos = 0; SDL_UnlockAudio(); } const Uint8 * Sound::getData() const { return mSampleData; } Uint32 Sound::getPosition() const { return mSamplePos; } void Sound::setPosition(Uint32 newPosition) { mSamplePos = newPosition; if (mSamplePos >= mSampleLength) { // Got to or beyond the end of the sample. stop playing. playing = false; mSamplePos = 0; } } Uint32 Sound::getLength() const { return mSampleLength; } Uint32 Sound::getLengthMS() const { // 44100 samples per second, 2 channels (stereo). // I have no idea why the *0.75 is necessary, but otherwise it's inaccurate. return (Uint32)((mSampleLength / 44100.0f / 2.0f * 0.75f) * 1000); }