spacebox/src/Audio.hpp

177 lines
6.1 KiB
C++

/* +------------------------------------------------------+
____/ \____ /| - Open source game framework licensed to freely use, |
\ / / | copy, modify and sell without restriction |
+--\ ^__^ /--+ | |
| ~/ \~ | | - created for <https://foam.shampoo.ooo> |
| ~~~~~~~~~~~~ | +------------------------------------------------------+
| SPACE ~~~~~ | /
| ~~~~~~~ BOX |/
+-------------*/
#pragma once
#include <regex>
#include <map>
#include <functional>
#include <algorithm>
#include <cmath>
#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<Mix_Chunk> 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<Mix_Music> music;
public:
Music() = default;
Music(const fs::path& path);
void load(const fs::path& path);
void play(int loops = -1);
};
};