/* +------------------------------------------------------+ ____/ \____ /| - Open source game framework licensed to freely use, | \ / / | copy, modify and sell without restriction | +--\ ^__^ /--+ | | | ~/ \~ | | - created for | | ~~~~~~~~~~~~ | +------------------------------------------------------+ | SPACE ~~~~~ | / | ~~~~~~~ BOX |/ +-------------*/ #pragma once #include #include #include #include #include #include "SDL.h" #include "SDL_mixer.h" #include "filesystem.hpp" #include "Log.hpp" namespace sb::audio { /*! * Load audio from an OGG or WAV file and play it on multiple channels. * * This class interfaces with SDL mixer's API and its `Mix_Chunk` audio data struct. * * There are some differences between how `Mix_Chunk` and `Mix_Music` can be used with the API, most notably that multiple chunks can be playing on * multiple channels simultaneously, but only one music object can be playing at a time. This is most likely because `Mix_Music` objects are streamed * and `Mix_Chunk` are loaded into memory, but I haven't verified that by looking at the internal code. */ class Chunk { private: std::shared_ptr chunk; /* -1 means loop forever, any other value is the number of times to loop */ int loops = 0; /*! * Convert floating point volume between 0.0 and 1.0 to SDL 8-bit unsigned integer volume between 0 and `MIX_MAX_VOLUME`. * * @param volume Volume between 0.0 and 1.0 */ static std::uint8_t convert_volume(float volume); public: /*! * Create an empty audio chunk. */ Chunk() = default; /*! * Create an audio chunk and load it with data from an OGG or WAV file at the given path. If the given path does not contain loadable data, * a warning will be printed, and an empty chunk will be created. * * This will call Chunk::load(const fs::path&) automatically. * * @param path path to an OGG or WAV file */ Chunk(const fs::path& path); /*! * Load audio data from an OGG or WAV file at the given path, replacing any existing audio data in this object. If the given path does not contain * loadable data, a warning will be printed, and existing audio data will not be overwritten. * * @param path path to an OGG or WAV file */ void load(const fs::path& path); /*! * @return the volume of the audio chunk in the range 0.0 - 1.0 */ float volume() const; /*! * @param level set the volume of the chunk to a value between 0.0 and 1.0 */ void volume(float level); /*! * Set the volume of all channels currently playing the audio chunk to a given level. This does not modify the volume of the chunk itself. * * @param level Volume between 0.0 and 1.0 */ void channel_volume(float level); /*! * Set audio to loop forever. */ void loop(); /*! * @param count Number of times audio should loop when played */ void loop(int count); /*! * Play the audio data loaded into this object once on the first available free channel. Optionally fade in playback over a given amount of time * in seconds. * * This always plays the audio from the beginning even if the audio is paused. To resume instead, use Chunk::resume(). Any audio chunks currently * paused will be stopped. * * If the audio is playing already, however, it will continue to play on that channel, and it will be played again from the beginning on another * channel. * * @param fade Length of fade in in seconds * @param channel The SDL mixer channel to play the sound on. A value of -1 means choose a channel automatically. * @return The channel assigned to the audio chunk */ int play(float fade = 0.0f, int channel = -1); /*! * Stop playback of this audio chunk on all channels it is playing on. Optionally fade out over the given amount of time in seconds. * * @param fade length of fade out in seconds */ void stop(float fade = 0.0f); /*! * Pause audio chunk on all channels it is playing on. */ void pause(); /*! * Resume audio chunk on all channels it is playing on. */ void resume(); /*! * @return True if the audio is playing on any channel, false otherwise. Note that paused or fading audio is considered playing. */ bool playing() const; /*! * @return True if the audio is paused on any channels, false otherwise. */ bool paused() const; /*! * @return True if the audio is fading in or out on any channels, false otherwise. */ bool fading() const; }; /*! * Load audio from an OGG or WAV file and play it on a single channel dedicated to music. Only one music object can be playing at a time. * * This class interfaces with SDL mixer's API and Mix_Music audio data pointer. * * There are some differences between how Mix_Chunk and Mix_Music can be used with the API, most notably that multiple chunks can be playing on * multiple channels simultaneously, but only one music object can be playing at a time. This is most likely because Mix_Music objects are streamed * and Mix_Chunk are loaded into memory, but I haven't verified that by looking at the internal code. */ class Music { private: std::shared_ptr music; public: Music() = default; Music(const fs::path& path); void load(const fs::path& path); void play(int loops = -1); }; };