refactor(core/audio): introduce Ja::Engine class (COUP-01, CONV-02)
Encapsula l'estat del motor a Ja::Engine — classe amb RAII (ctor obre SDL_AudioDevice, dtor el tanca) i `assert` al ctor contra instàncies concurrents. Tots els globals del namespace anònim del commit 1 (current_music, channels[], audio_spec, music_volume, sound_volume[], music_enabled, sound_enabled, sdl_audio_device, outgoing_music, incoming_fade) es converteixen en membres privats amb sufix `_`. Els helpers que toquen estat (stealCurrentIntoOutgoing, updateOutgoing/IncomingFade, updateCurrent*, forEachTargetChannel) passen a mètodes privats. Els stateless (feedMusicChunk, pumpMusic, preFillOutgoing, fadeProgress) es queden al namespace anònim del .cpp. Engine::active() static accessor: registrat al ctor, desregistrat al dtor. Els deleters Ja::deleteMusic/deleteSound consulten Engine::active() per parar canals/música abans d'alliberar recursos; si active() és nullptr (shutdown-order invertit), fan cleanup local silenciós. Això resol CONV-02 (engine ja és classe) i tanca COUP-01. Compat amb els callers: les free functions Ja::init/quit/update, Ja::playMusic, Ja::pauseMusic, Ja::resumeMusic, Ja::stopMusic, Ja::fadeOutMusic, Ja::crossfadeMusic, Ja::getMusicState, Ja::setMusicVolume, Ja::enableMusic, Ja::playSound, Ja::playSoundOnChannel, Ja::pauseChannel, Ja::resumeChannel, Ja::stopChannel, Ja::setSoundVolume i Ja::enableSound es mantenen com a thin forwarders contra Engine::active(). audio.cpp no canvia en aquest commit; les seves crides Ja:: continuen funcionant. Al commit 3 Audio agafarà ownership directe via std::unique_ptr<Engine> i aquests forwarders desapareixeran. Ja::init() crea un std::unique_ptr<Engine> propietari dins d'un namespace anònim del .cpp (encara no és Audio qui posseeix — això és el commit 3). Ja::loadMusic/loadSound/deleteMusic/deleteSound es queden com a free functions permanents (no depenen del motor per construir). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -1,7 +1,9 @@
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#include "core/audio/jail_audio.hpp"
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#include <algorithm>
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#include <cassert>
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#include <cstdio>
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#include <memory>
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// Implementació completa de stb_vorbis en aquest TU. HEADER_ONLY es queda
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// indefinit aquí perquè el .c aporti les definicions. La resta del projecte
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@@ -13,23 +15,8 @@
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namespace Ja {
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// --- Streaming internals (file-scope constants) ---
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namespace {
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// --- Estat intern (internal linkage via anonymous namespace) ---
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Music* current_music{nullptr};
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Channel channels[MAX_SIMULTANEOUS_CHANNELS];
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SDL_AudioSpec audio_spec{DEFAULT_SPEC};
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float music_volume{1.0F};
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float sound_volume[MAX_GROUPS];
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bool music_enabled{true};
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bool sound_enabled{true};
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SDL_AudioDeviceID sdl_audio_device{0};
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OutgoingMusic outgoing_music;
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FadeState incoming_fade;
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// --- Streaming internals ---
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// Bytes-per-sample per canal (sempre s16)
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constexpr int MUSIC_BYTES_PER_SAMPLE = 2;
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// Quants shorts decodifiquem per crida a get_samples_short_interleaved.
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@@ -39,8 +26,42 @@ namespace Ja {
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// l'SDL_AudioStream per absorbir jitter de frame i evitar underruns.
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constexpr float MUSIC_LOW_WATER_SECONDS = 0.5F;
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// Decodifica un chunk del vorbis i el volca a l'stream. Retorna samples
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// decodificats per canal (0 = EOF de l'stream vorbis).
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// Propietari únic de l'Engine que creen els forwarders Ja::init/quit.
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// Al commit 3 això desapareix: Audio agafarà ownership directe.
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std::unique_ptr<Engine> owned_engine;
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} // namespace
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// --- Engine::active_ storage ---
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Engine* Engine::active_ = nullptr;
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auto Engine::active() noexcept -> Engine* { return active_; }
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// --- Ctor/Dtor ---
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Engine::Engine(const int freq, const SDL_AudioFormat format, const int num_channels) {
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assert(active_ == nullptr && "Ja::Engine: més d'una instància activa no està suportat");
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active_ = this;
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audio_spec_ = {.format = format, .channels = num_channels, .freq = freq};
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sdl_audio_device_ = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_spec_);
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if (sdl_audio_device_ == 0) { std::fprintf(stderr, "Ja::Engine: Failed to initialize SDL audio!\n"); }
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for (auto& channel : channels_) { channel.state = ChannelState::FREE; }
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}
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Engine::~Engine() {
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if (outgoing_music_.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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}
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if (sdl_audio_device_ != 0) { SDL_CloseAudioDevice(sdl_audio_device_); }
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sdl_audio_device_ = 0;
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if (active_ == this) { active_ = nullptr; }
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}
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// --- Helpers stateless (no toquen membres d'Engine) ---
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namespace {
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auto feedMusicChunk(Music* music) -> int {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return 0; }
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@@ -58,8 +79,6 @@ namespace Ja {
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return SAMPLES_PER_CHANNEL;
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}
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// Reompli l'stream fins que tinga ≥ MUSIC_LOW_WATER_SECONDS bufferats.
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// En arribar a EOF del vorbis, aplica el loop (times) o deixa drenar.
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void pumpMusic(Music* music) {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return; }
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@@ -80,11 +99,7 @@ namespace Ja {
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}
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}
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// Pre-carrega `duration_ms` de so dins l'stream actual abans que l'stream
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// siga robat per outgoing_music (crossfade o fade-out). Imprescindible amb
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// streaming: l'stream robat no es pot re-alimentar perquè perd la referència
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// al seu vorbis decoder. No aplica loop — si el vorbis s'esgota abans, parem.
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void preFillOutgoing(Music* music, int duration_ms) {
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void preFillOutgoing(Music* music, const int duration_ms) {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return; }
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const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE;
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@@ -92,7 +107,7 @@ namespace Ja {
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while (SDL_GetAudioStreamAvailable(music->stream) < NEEDED_BYTES) {
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const int DECODED = feedMusicChunk(music);
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if (DECODED <= 0) { break; } // EOF: deixem drenar el que hi haja
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if (DECODED <= 0) { break; }
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}
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}
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@@ -106,132 +121,426 @@ namespace Ja {
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return static_cast<float>(ELAPSED) / static_cast<float>(fade.duration_ms);
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}
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// Avança el fade-out de l'outgoing music (crossfade o fade-out a silenci).
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void updateOutgoingFade() {
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if (outgoing_music.stream == nullptr || !outgoing_music.fade.active) { return; }
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const float PROGRESS = fadeProgress(outgoing_music.fade);
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if (PROGRESS >= 1.0F) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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outgoing_music.fade.active = false;
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} else {
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SDL_SetAudioStreamGain(outgoing_music.stream, outgoing_music.fade.initial_volume * (1.0F - PROGRESS));
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}
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}
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// Avança el fade-in de la pista actual (si hi ha un crossfade en curs).
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void updateIncomingFade() {
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if (!incoming_fade.active) { return; }
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const float PROGRESS = fadeProgress(incoming_fade);
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if (PROGRESS >= 1.0F) {
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incoming_fade.active = false;
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SDL_SetAudioStreamGain(current_music->stream, music_volume);
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} else {
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SDL_SetAudioStreamGain(current_music->stream, music_volume * PROGRESS);
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}
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}
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// Alimenta la pista actual i la para si s'ha esgotat el stream vorbis.
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void updateCurrentMusic() {
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if (!music_enabled || current_music == nullptr || current_music->state != MusicState::PLAYING) { return; }
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updateIncomingFade();
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pumpMusic(current_music);
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if (current_music->times == 0 && SDL_GetAudioStreamAvailable(current_music->stream) == 0) {
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stopMusic();
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}
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}
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// Reompli (si cal loop) o para els canals d'efectes actius.
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void updateSoundChannels() {
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if (!sound_enabled) { return; }
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for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) {
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if (channels[i].state != ChannelState::PLAYING) { continue; }
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if (channels[i].times != 0) {
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if (static_cast<Uint32>(SDL_GetAudioStreamAvailable(channels[i].stream)) < (channels[i].sound->length / 2)) {
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SDL_PutAudioStreamData(channels[i].stream, channels[i].sound->buffer.get(), channels[i].sound->length);
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if (channels[i].times > 0) { channels[i].times--; }
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}
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} else if (SDL_GetAudioStreamAvailable(channels[i].stream) == 0) {
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stopChannel(i);
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}
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}
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}
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// Roba l'stream de la música actual al slot outgoing per a un fade-out de
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// `duration_ms` ms. Destrueix qualsevol outgoing anterior. L'stream robat
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// ja no es pot alimentar (perd l'accés al vorbis decoder), per això cal
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// preFillOutgoing abans del robatori perquè tingui so suficient fins que
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// acabi el fade. No-op si no hi ha música sonant amb stream vàlid.
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void stealCurrentIntoOutgoing(const int duration_ms) {
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if (outgoing_music.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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outgoing_music.fade.active = false;
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}
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if (current_music == nullptr || current_music->state != MusicState::PLAYING || current_music->stream == nullptr) {
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return;
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}
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preFillOutgoing(current_music, duration_ms);
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outgoing_music.stream = current_music->stream;
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outgoing_music.fade = {
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.active = true,
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.start_time = SDL_GetTicks(),
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.duration_ms = duration_ms,
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.initial_volume = music_volume,
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};
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current_music->stream = nullptr;
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current_music->state = MusicState::STOPPED;
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if (current_music->vorbis != nullptr) { stb_vorbis_seek_start(current_music->vorbis); }
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}
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// Aplica `fn` als canals objectiu: tots si channel == -1, o només el d'índex
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// vàlid si està dins [0, MAX_SIMULTANEOUS_CHANNELS). Centralitza el dispatch
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// "tots vs un" que pauseChannel/resumeChannel/stopChannel repetien.
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template <typename Fn>
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void forEachTargetChannel(const int channel, Fn&& fn) {
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if (channel == -1) {
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for (auto& ch : channels) { fn(ch); }
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} else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) {
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fn(channels[channel]);
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}
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}
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} // namespace
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// --- Lifecycle ---
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void Engine::updateOutgoingFade() {
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if (outgoing_music_.stream == nullptr || !outgoing_music_.fade.active) { return; }
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void init(const int freq, const SDL_AudioFormat format, const int num_channels) {
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audio_spec = {.format = format, .channels = num_channels, .freq = freq};
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if (sdl_audio_device != 0) { SDL_CloseAudioDevice(sdl_audio_device); }
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sdl_audio_device = SDL_OpenAudioDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_spec);
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if (sdl_audio_device == 0) { std::fprintf(stderr, "Ja: Failed to initialize SDL audio!\n"); }
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for (auto& channel : channels) { channel.state = ChannelState::FREE; }
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}
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void quit() {
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if (outgoing_music.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music.stream);
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outgoing_music.stream = nullptr;
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const float PROGRESS = fadeProgress(outgoing_music_.fade);
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if (PROGRESS >= 1.0F) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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outgoing_music_.fade.active = false;
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} else {
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SDL_SetAudioStreamGain(outgoing_music_.stream, outgoing_music_.fade.initial_volume * (1.0F - PROGRESS));
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}
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if (sdl_audio_device != 0) { SDL_CloseAudioDevice(sdl_audio_device); }
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sdl_audio_device = 0;
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}
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void update() {
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void Engine::updateIncomingFade() {
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if (!incoming_fade_.active) { return; }
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const float PROGRESS = fadeProgress(incoming_fade_);
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if (PROGRESS >= 1.0F) {
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incoming_fade_.active = false;
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_);
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} else {
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_ * PROGRESS);
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}
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}
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void Engine::updateCurrentMusic() {
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if (!music_enabled_ || current_music_ == nullptr || current_music_->state != MusicState::PLAYING) { return; }
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updateIncomingFade();
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pumpMusic(current_music_);
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if (current_music_->times == 0 && SDL_GetAudioStreamAvailable(current_music_->stream) == 0) {
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stopMusic();
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}
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}
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void Engine::updateSoundChannels() {
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if (!sound_enabled_) { return; }
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for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) {
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if (channels_[i].state != ChannelState::PLAYING) { continue; }
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if (channels_[i].times != 0) {
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if (static_cast<Uint32>(SDL_GetAudioStreamAvailable(channels_[i].stream)) < (channels_[i].sound->length / 2)) {
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SDL_PutAudioStreamData(channels_[i].stream, channels_[i].sound->buffer.get(), channels_[i].sound->length);
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if (channels_[i].times > 0) { channels_[i].times--; }
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}
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} else if (SDL_GetAudioStreamAvailable(channels_[i].stream) == 0) {
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stopChannel(i);
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}
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}
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}
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void Engine::stealCurrentIntoOutgoing(const int duration_ms) {
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if (outgoing_music_.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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outgoing_music_.fade.active = false;
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}
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING || current_music_->stream == nullptr) {
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return;
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}
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preFillOutgoing(current_music_, duration_ms);
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outgoing_music_.stream = current_music_->stream;
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outgoing_music_.fade = {
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.active = true,
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.start_time = SDL_GetTicks(),
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.duration_ms = duration_ms,
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.initial_volume = music_volume_,
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};
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current_music_->stream = nullptr;
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current_music_->state = MusicState::STOPPED;
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if (current_music_->vorbis != nullptr) { stb_vorbis_seek_start(current_music_->vorbis); }
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}
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template <typename Fn>
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void Engine::forEachTargetChannel(const int channel, Fn&& fn) {
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if (channel == -1) {
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for (auto& ch : channels_) { fn(ch); }
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} else if (channel >= 0 && channel < MAX_SIMULTANEOUS_CHANNELS) {
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fn(channels_[channel]);
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}
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}
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// --- Engine public API ---
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void Engine::update() {
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updateOutgoingFade();
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updateCurrentMusic();
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updateSoundChannels();
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}
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// --- Music ---
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void Engine::playMusic(Music* music, const int loop) {
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if (!music_enabled_ || music == nullptr || music->vorbis == nullptr) { return; }
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stopMusic();
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current_music_ = music;
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current_music_->state = MusicState::PLAYING;
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current_music_->times = loop;
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stb_vorbis_seek_start(current_music_->vorbis);
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current_music_->stream = SDL_CreateAudioStream(¤t_music_->spec, &audio_spec_);
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if (current_music_->stream == nullptr) {
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std::fprintf(stderr, "Ja::Engine::playMusic: Failed to create audio stream!\n");
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current_music_->state = MusicState::STOPPED;
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return;
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}
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SDL_SetAudioStreamGain(current_music_->stream, music_volume_);
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pumpMusic(current_music_);
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if (!SDL_BindAudioStream(sdl_audio_device_, current_music_->stream)) {
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std::fprintf(stderr, "Ja::Engine::playMusic: SDL_BindAudioStream failed!\n");
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}
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}
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void Engine::pauseMusic() {
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if (!music_enabled_) { return; }
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING) { return; }
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current_music_->state = MusicState::PAUSED;
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SDL_UnbindAudioStream(current_music_->stream);
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}
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void Engine::resumeMusic() {
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if (!music_enabled_) { return; }
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if (current_music_ == nullptr || current_music_->state != MusicState::PAUSED) { return; }
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current_music_->state = MusicState::PLAYING;
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SDL_BindAudioStream(sdl_audio_device_, current_music_->stream);
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}
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void Engine::stopMusic() {
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if (outgoing_music_.stream != nullptr) {
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SDL_DestroyAudioStream(outgoing_music_.stream);
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outgoing_music_.stream = nullptr;
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outgoing_music_.fade.active = false;
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}
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incoming_fade_.active = false;
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if (current_music_ == nullptr || current_music_->state == MusicState::INVALID || current_music_->state == MusicState::STOPPED) { return; }
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current_music_->state = MusicState::STOPPED;
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if (current_music_->stream != nullptr) {
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SDL_DestroyAudioStream(current_music_->stream);
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current_music_->stream = nullptr;
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}
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if (current_music_->vorbis != nullptr) {
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stb_vorbis_seek_start(current_music_->vorbis);
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}
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}
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void Engine::fadeOutMusic(const int milliseconds) {
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if (!music_enabled_) { return; }
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if (current_music_ == nullptr || current_music_->state != MusicState::PLAYING) { return; }
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stealCurrentIntoOutgoing(milliseconds);
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incoming_fade_.active = false;
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}
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void Engine::crossfadeMusic(Music* music, const int crossfade_ms, const int loop) {
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if (!music_enabled_ || music == nullptr || music->vorbis == nullptr) { return; }
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|
||||
stealCurrentIntoOutgoing(crossfade_ms);
|
||||
|
||||
current_music_ = music;
|
||||
current_music_->state = MusicState::PLAYING;
|
||||
current_music_->times = loop;
|
||||
|
||||
stb_vorbis_seek_start(current_music_->vorbis);
|
||||
current_music_->stream = SDL_CreateAudioStream(¤t_music_->spec, &audio_spec_);
|
||||
if (current_music_->stream == nullptr) {
|
||||
std::fprintf(stderr, "Ja::Engine::crossfadeMusic: Failed to create audio stream!\n");
|
||||
current_music_->state = MusicState::STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music_->stream, 0.0F);
|
||||
pumpMusic(current_music_);
|
||||
SDL_BindAudioStream(sdl_audio_device_, current_music_->stream);
|
||||
|
||||
incoming_fade_ = {
|
||||
.active = true,
|
||||
.start_time = SDL_GetTicks(),
|
||||
.duration_ms = crossfade_ms,
|
||||
.initial_volume = 0.0F,
|
||||
};
|
||||
}
|
||||
|
||||
auto Engine::getMusicState() const -> MusicState {
|
||||
if (!music_enabled_) { return MusicState::DISABLED; }
|
||||
if (current_music_ == nullptr) { return MusicState::INVALID; }
|
||||
return current_music_->state;
|
||||
}
|
||||
|
||||
auto Engine::setMusicVolume(float volume) -> float {
|
||||
music_volume_ = SDL_clamp(volume, 0.0F, 1.0F);
|
||||
if (current_music_ != nullptr && current_music_->stream != nullptr) {
|
||||
SDL_SetAudioStreamGain(current_music_->stream, music_volume_);
|
||||
}
|
||||
return music_volume_;
|
||||
}
|
||||
|
||||
void Engine::enableMusic(const bool value) {
|
||||
if (!value && current_music_ != nullptr && (current_music_->state == MusicState::PLAYING)) { stopMusic(); }
|
||||
music_enabled_ = value;
|
||||
}
|
||||
|
||||
void Engine::onMusicDeleted(const Music* music) {
|
||||
if (music == nullptr) { return; }
|
||||
if (current_music_ == music) {
|
||||
stopMusic();
|
||||
current_music_ = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// --- Sound ---
|
||||
|
||||
auto Engine::playSound(Sound* sound, const int loop, const int group) -> int {
|
||||
if (!sound_enabled_ || sound == nullptr) { return -1; }
|
||||
|
||||
int channel = 0;
|
||||
while (channel < MAX_SIMULTANEOUS_CHANNELS && channels_[channel].state != ChannelState::FREE) { channel++; }
|
||||
if (channel == MAX_SIMULTANEOUS_CHANNELS) {
|
||||
// No hay canal libre, reemplazamos el primero
|
||||
channel = 0;
|
||||
}
|
||||
|
||||
return playSoundOnChannel(sound, channel, loop, group);
|
||||
}
|
||||
|
||||
auto Engine::playSoundOnChannel(Sound* sound, const int channel, const int loop, const int group) -> int {
|
||||
if (!sound_enabled_ || sound == nullptr) { return -1; }
|
||||
if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return -1; }
|
||||
|
||||
stopChannel(channel);
|
||||
|
||||
channels_[channel].sound = sound;
|
||||
channels_[channel].times = loop;
|
||||
channels_[channel].pos = 0;
|
||||
channels_[channel].group = group;
|
||||
channels_[channel].state = ChannelState::PLAYING;
|
||||
channels_[channel].stream = SDL_CreateAudioStream(&channels_[channel].sound->spec, &audio_spec_);
|
||||
|
||||
if (channels_[channel].stream == nullptr) {
|
||||
std::fprintf(stderr, "Ja::Engine::playSoundOnChannel: Failed to create audio stream!\n");
|
||||
channels_[channel].state = ChannelState::FREE;
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_PutAudioStreamData(channels_[channel].stream, channels_[channel].sound->buffer.get(), channels_[channel].sound->length);
|
||||
SDL_SetAudioStreamGain(channels_[channel].stream, sound_volume_[group]);
|
||||
SDL_BindAudioStream(sdl_audio_device_, channels_[channel].stream);
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
void Engine::pauseChannel(const int channel) {
|
||||
if (!sound_enabled_) { return; }
|
||||
forEachTargetChannel(channel, [](Channel& ch) {
|
||||
if (ch.state == ChannelState::PLAYING) {
|
||||
ch.state = ChannelState::PAUSED;
|
||||
SDL_UnbindAudioStream(ch.stream);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void Engine::resumeChannel(const int channel) {
|
||||
if (!sound_enabled_) { return; }
|
||||
const SDL_AudioDeviceID DEVICE = sdl_audio_device_;
|
||||
forEachTargetChannel(channel, [DEVICE](Channel& ch) {
|
||||
if (ch.state == ChannelState::PAUSED) {
|
||||
ch.state = ChannelState::PLAYING;
|
||||
SDL_BindAudioStream(DEVICE, ch.stream);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void Engine::stopChannel(const int channel) {
|
||||
forEachTargetChannel(channel, [](Channel& ch) {
|
||||
if (ch.state != ChannelState::FREE) {
|
||||
if (ch.stream != nullptr) { SDL_DestroyAudioStream(ch.stream); }
|
||||
ch.stream = nullptr;
|
||||
ch.state = ChannelState::FREE;
|
||||
ch.pos = 0;
|
||||
ch.sound = nullptr;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
auto Engine::setSoundVolume(float volume, const int group) -> float {
|
||||
const float V = SDL_clamp(volume, 0.0F, 1.0F);
|
||||
|
||||
if (group == -1) {
|
||||
std::ranges::fill(sound_volume_, V);
|
||||
} else if (group >= 0 && group < MAX_GROUPS) {
|
||||
sound_volume_[group] = V;
|
||||
} else {
|
||||
return V;
|
||||
}
|
||||
|
||||
for (auto& ch : channels_) {
|
||||
if ((ch.state == ChannelState::PLAYING) || (ch.state == ChannelState::PAUSED)) {
|
||||
if (group == -1 || ch.group == group) {
|
||||
if (ch.stream != nullptr) {
|
||||
SDL_SetAudioStreamGain(ch.stream, sound_volume_[ch.group]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return V;
|
||||
}
|
||||
|
||||
void Engine::enableSound(const bool value) {
|
||||
if (!value) {
|
||||
stopChannel(-1);
|
||||
}
|
||||
sound_enabled_ = value;
|
||||
}
|
||||
|
||||
void Engine::onSoundDeleted(const Sound* sound) {
|
||||
if (sound == nullptr) { return; }
|
||||
for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; ++i) {
|
||||
if (channels_[i].sound == sound) { stopChannel(i); }
|
||||
}
|
||||
}
|
||||
|
||||
// --- Free-function forwarders ---
|
||||
// Mantenen l'API actual (Ja::update, Ja::playMusic, ...) contra el motor
|
||||
// actiu. Al commit 3 Audio els substituirà per crides directes a engine_->
|
||||
// i els forwarders de música/so desapareixeran; init/quit/update i els
|
||||
// factories queden de forma permanent.
|
||||
|
||||
void init(const int freq, const SDL_AudioFormat format, const int num_channels) {
|
||||
owned_engine = std::make_unique<Engine>(freq, format, num_channels);
|
||||
}
|
||||
|
||||
void quit() {
|
||||
owned_engine.reset();
|
||||
}
|
||||
|
||||
void update() {
|
||||
if (Engine* eng = Engine::active()) { eng->update(); }
|
||||
}
|
||||
|
||||
void playMusic(Music* music, const int loop) {
|
||||
if (Engine* eng = Engine::active()) { eng->playMusic(music, loop); }
|
||||
}
|
||||
|
||||
void pauseMusic() {
|
||||
if (Engine* eng = Engine::active()) { eng->pauseMusic(); }
|
||||
}
|
||||
|
||||
void resumeMusic() {
|
||||
if (Engine* eng = Engine::active()) { eng->resumeMusic(); }
|
||||
}
|
||||
|
||||
void stopMusic() {
|
||||
if (Engine* eng = Engine::active()) { eng->stopMusic(); }
|
||||
}
|
||||
|
||||
void fadeOutMusic(const int milliseconds) {
|
||||
if (Engine* eng = Engine::active()) { eng->fadeOutMusic(milliseconds); }
|
||||
}
|
||||
|
||||
void crossfadeMusic(Music* music, const int crossfade_ms, const int loop) {
|
||||
if (Engine* eng = Engine::active()) { eng->crossfadeMusic(music, crossfade_ms, loop); }
|
||||
}
|
||||
|
||||
auto getMusicState() -> MusicState {
|
||||
if (const Engine* eng = Engine::active()) { return eng->getMusicState(); }
|
||||
return MusicState::INVALID;
|
||||
}
|
||||
|
||||
auto setMusicVolume(float volume) -> float {
|
||||
if (Engine* eng = Engine::active()) { return eng->setMusicVolume(volume); }
|
||||
return 0.0F;
|
||||
}
|
||||
|
||||
void enableMusic(const bool value) {
|
||||
if (Engine* eng = Engine::active()) { eng->enableMusic(value); }
|
||||
}
|
||||
|
||||
auto playSound(Sound* sound, const int loop, const int group) -> int {
|
||||
if (Engine* eng = Engine::active()) { return eng->playSound(sound, loop, group); }
|
||||
return -1;
|
||||
}
|
||||
|
||||
auto playSoundOnChannel(Sound* sound, const int channel, const int loop, const int group) -> int {
|
||||
if (Engine* eng = Engine::active()) { return eng->playSoundOnChannel(sound, channel, loop, group); }
|
||||
return -1;
|
||||
}
|
||||
|
||||
void pauseChannel(const int channel) {
|
||||
if (Engine* eng = Engine::active()) { eng->pauseChannel(channel); }
|
||||
}
|
||||
|
||||
void resumeChannel(const int channel) {
|
||||
if (Engine* eng = Engine::active()) { eng->resumeChannel(channel); }
|
||||
}
|
||||
|
||||
void stopChannel(const int channel) {
|
||||
if (Engine* eng = Engine::active()) { eng->stopChannel(channel); }
|
||||
}
|
||||
|
||||
auto setSoundVolume(float volume, const int group) -> float {
|
||||
if (Engine* eng = Engine::active()) { return eng->setSoundVolume(volume, group); }
|
||||
return 0.0F;
|
||||
}
|
||||
|
||||
void enableSound(const bool value) {
|
||||
if (Engine* eng = Engine::active()) { eng->enableSound(value); }
|
||||
}
|
||||
|
||||
// --- Factories i destructors (permanents) ---
|
||||
|
||||
auto loadMusic(const Uint8* buffer, Uint32 length) -> Music* {
|
||||
if (buffer == nullptr || length == 0) { return nullptr; }
|
||||
@@ -271,147 +580,18 @@ namespace Ja {
|
||||
return music;
|
||||
}
|
||||
|
||||
void playMusic(Music* music, const int loop) {
|
||||
if (!music_enabled || music == nullptr || music->vorbis == nullptr) { return; }
|
||||
|
||||
stopMusic();
|
||||
|
||||
current_music = music;
|
||||
current_music->state = MusicState::PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
|
||||
// vegada com replays/canvis de track que tornen a la mateixa pista.
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &audio_spec);
|
||||
if (current_music->stream == nullptr) {
|
||||
std::fprintf(stderr, "Ja::playMusic: Failed to create audio stream!\n");
|
||||
current_music->state = MusicState::STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music->stream, music_volume);
|
||||
|
||||
// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
|
||||
pumpMusic(current_music);
|
||||
|
||||
if (!SDL_BindAudioStream(sdl_audio_device, current_music->stream)) {
|
||||
std::fprintf(stderr, "Ja::playMusic: SDL_BindAudioStream failed!\n");
|
||||
}
|
||||
}
|
||||
|
||||
void pauseMusic() {
|
||||
if (!music_enabled) { return; }
|
||||
if (current_music == nullptr || current_music->state != MusicState::PLAYING) { return; }
|
||||
|
||||
current_music->state = MusicState::PAUSED;
|
||||
SDL_UnbindAudioStream(current_music->stream);
|
||||
}
|
||||
|
||||
void resumeMusic() {
|
||||
if (!music_enabled) { return; }
|
||||
if (current_music == nullptr || current_music->state != MusicState::PAUSED) { return; }
|
||||
|
||||
current_music->state = MusicState::PLAYING;
|
||||
SDL_BindAudioStream(sdl_audio_device, current_music->stream);
|
||||
}
|
||||
|
||||
void stopMusic() {
|
||||
// Limpiar outgoing crossfade si existe
|
||||
if (outgoing_music.stream != nullptr) {
|
||||
SDL_DestroyAudioStream(outgoing_music.stream);
|
||||
outgoing_music.stream = nullptr;
|
||||
outgoing_music.fade.active = false;
|
||||
}
|
||||
incoming_fade.active = false;
|
||||
|
||||
if (current_music == nullptr || current_music->state == MusicState::INVALID || current_music->state == MusicState::STOPPED) { return; }
|
||||
|
||||
current_music->state = MusicState::STOPPED;
|
||||
if (current_music->stream != nullptr) {
|
||||
SDL_DestroyAudioStream(current_music->stream);
|
||||
current_music->stream = nullptr;
|
||||
}
|
||||
// Deixem el handle de vorbis viu — es tanca en deleteMusic.
|
||||
// Rebobinem perquè un futur playMusic comence des del principi.
|
||||
if (current_music->vorbis != nullptr) {
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
}
|
||||
}
|
||||
|
||||
void fadeOutMusic(const int milliseconds) {
|
||||
if (!music_enabled) { return; }
|
||||
if (current_music == nullptr || current_music->state != MusicState::PLAYING) { return; }
|
||||
|
||||
stealCurrentIntoOutgoing(milliseconds);
|
||||
incoming_fade.active = false;
|
||||
}
|
||||
|
||||
void crossfadeMusic(Music* music, const int crossfade_ms, const int loop) {
|
||||
if (!music_enabled || music == nullptr || music->vorbis == nullptr) { return; }
|
||||
|
||||
stealCurrentIntoOutgoing(crossfade_ms);
|
||||
|
||||
// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
|
||||
current_music = music;
|
||||
current_music->state = MusicState::PLAYING;
|
||||
current_music->times = loop;
|
||||
|
||||
stb_vorbis_seek_start(current_music->vorbis);
|
||||
current_music->stream = SDL_CreateAudioStream(¤t_music->spec, &audio_spec);
|
||||
if (current_music->stream == nullptr) {
|
||||
std::fprintf(stderr, "Ja::crossfadeMusic: Failed to create audio stream!\n");
|
||||
current_music->state = MusicState::STOPPED;
|
||||
return;
|
||||
}
|
||||
SDL_SetAudioStreamGain(current_music->stream, 0.0F);
|
||||
pumpMusic(current_music); // pre-carrega abans de bindejar
|
||||
SDL_BindAudioStream(sdl_audio_device, current_music->stream);
|
||||
|
||||
// Configurar fade-in
|
||||
incoming_fade = {
|
||||
.active = true,
|
||||
.start_time = SDL_GetTicks(),
|
||||
.duration_ms = crossfade_ms,
|
||||
.initial_volume = 0.0F,
|
||||
};
|
||||
}
|
||||
|
||||
auto getMusicState() -> MusicState {
|
||||
if (!music_enabled) { return MusicState::DISABLED; }
|
||||
if (current_music == nullptr) { return MusicState::INVALID; }
|
||||
|
||||
return current_music->state;
|
||||
}
|
||||
|
||||
void deleteMusic(Music* music) {
|
||||
if (music == nullptr) { return; }
|
||||
if (current_music == music) {
|
||||
stopMusic();
|
||||
current_music = nullptr;
|
||||
}
|
||||
// Notifiquem el motor actiu perquè pari la pista si és la current_music.
|
||||
// Si no hi ha motor (shutdown-order invertit), passem: els recursos
|
||||
// propis del Music es lliberen igualment a sota.
|
||||
if (Engine* eng = Engine::active()) { eng->onMusicDeleted(music); }
|
||||
|
||||
if (music->stream != nullptr) { SDL_DestroyAudioStream(music->stream); }
|
||||
if (music->vorbis != nullptr) { stb_vorbis_close(music->vorbis); }
|
||||
// ogg_data (std::vector) i filename (std::string) s'alliberen sols
|
||||
// al destructor de Music.
|
||||
delete music;
|
||||
}
|
||||
|
||||
auto setMusicVolume(float volume) -> float {
|
||||
music_volume = SDL_clamp(volume, 0.0F, 1.0F);
|
||||
if (current_music != nullptr && current_music->stream != nullptr) {
|
||||
SDL_SetAudioStreamGain(current_music->stream, music_volume);
|
||||
}
|
||||
return music_volume;
|
||||
}
|
||||
|
||||
void enableMusic(const bool value) {
|
||||
if (!value && current_music != nullptr && (current_music->state == MusicState::PLAYING)) { stopMusic(); }
|
||||
music_enabled = value;
|
||||
}
|
||||
|
||||
// --- Sound ---
|
||||
|
||||
auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound* {
|
||||
auto sound = std::make_unique<Sound>();
|
||||
Uint8* raw = nullptr;
|
||||
@@ -423,117 +603,13 @@ namespace Ja {
|
||||
return sound.release();
|
||||
}
|
||||
|
||||
auto playSound(Sound* sound, const int loop, const int group) -> int {
|
||||
if (!sound_enabled || sound == nullptr) { return -1; }
|
||||
|
||||
int channel = 0;
|
||||
while (channel < MAX_SIMULTANEOUS_CHANNELS && channels[channel].state != ChannelState::FREE) { channel++; }
|
||||
if (channel == MAX_SIMULTANEOUS_CHANNELS) {
|
||||
// No hay canal libre, reemplazamos el primero
|
||||
channel = 0;
|
||||
}
|
||||
|
||||
return playSoundOnChannel(sound, channel, loop, group);
|
||||
}
|
||||
|
||||
auto playSoundOnChannel(Sound* sound, const int channel, const int loop, const int group) -> int {
|
||||
if (!sound_enabled || sound == nullptr) { return -1; }
|
||||
if (channel < 0 || channel >= MAX_SIMULTANEOUS_CHANNELS) { return -1; }
|
||||
|
||||
stopChannel(channel);
|
||||
|
||||
channels[channel].sound = sound;
|
||||
channels[channel].times = loop;
|
||||
channels[channel].pos = 0;
|
||||
channels[channel].group = group;
|
||||
channels[channel].state = ChannelState::PLAYING;
|
||||
channels[channel].stream = SDL_CreateAudioStream(&channels[channel].sound->spec, &audio_spec);
|
||||
|
||||
if (channels[channel].stream == nullptr) {
|
||||
std::fprintf(stderr, "Ja::playSoundOnChannel: Failed to create audio stream!\n");
|
||||
channels[channel].state = ChannelState::FREE;
|
||||
return -1;
|
||||
}
|
||||
|
||||
SDL_PutAudioStreamData(channels[channel].stream, channels[channel].sound->buffer.get(), channels[channel].sound->length);
|
||||
SDL_SetAudioStreamGain(channels[channel].stream, sound_volume[group]);
|
||||
SDL_BindAudioStream(sdl_audio_device, channels[channel].stream);
|
||||
|
||||
return channel;
|
||||
}
|
||||
|
||||
void deleteSound(Sound* sound) {
|
||||
if (sound == nullptr) { return; }
|
||||
for (int i = 0; i < MAX_SIMULTANEOUS_CHANNELS; i++) {
|
||||
if (channels[i].sound == sound) { stopChannel(i); }
|
||||
}
|
||||
if (Engine* eng = Engine::active()) { eng->onSoundDeleted(sound); }
|
||||
// buffer es destrueix automàticament via RAII (SdlFreeDeleter).
|
||||
delete sound;
|
||||
}
|
||||
|
||||
void pauseChannel(const int channel) {
|
||||
if (!sound_enabled) { return; }
|
||||
forEachTargetChannel(channel, [](Channel& ch) {
|
||||
if (ch.state == ChannelState::PLAYING) {
|
||||
ch.state = ChannelState::PAUSED;
|
||||
SDL_UnbindAudioStream(ch.stream);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void resumeChannel(const int channel) {
|
||||
if (!sound_enabled) { return; }
|
||||
forEachTargetChannel(channel, [](Channel& ch) {
|
||||
if (ch.state == ChannelState::PAUSED) {
|
||||
ch.state = ChannelState::PLAYING;
|
||||
SDL_BindAudioStream(sdl_audio_device, ch.stream);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void stopChannel(const int channel) {
|
||||
forEachTargetChannel(channel, [](Channel& ch) {
|
||||
if (ch.state != ChannelState::FREE) {
|
||||
if (ch.stream != nullptr) { SDL_DestroyAudioStream(ch.stream); }
|
||||
ch.stream = nullptr;
|
||||
ch.state = ChannelState::FREE;
|
||||
ch.pos = 0;
|
||||
ch.sound = nullptr;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
auto setSoundVolume(float volume, const int group) -> float {
|
||||
const float V = SDL_clamp(volume, 0.0F, 1.0F);
|
||||
|
||||
if (group == -1) {
|
||||
std::ranges::fill(sound_volume, V);
|
||||
} else if (group >= 0 && group < MAX_GROUPS) {
|
||||
sound_volume[group] = V;
|
||||
} else {
|
||||
return V;
|
||||
}
|
||||
|
||||
// Aplicar volum als canals actius.
|
||||
for (auto& ch : channels) {
|
||||
if ((ch.state == ChannelState::PLAYING) || (ch.state == ChannelState::PAUSED)) {
|
||||
if (group == -1 || ch.group == group) {
|
||||
if (ch.stream != nullptr) {
|
||||
SDL_SetAudioStreamGain(ch.stream, sound_volume[ch.group]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return V;
|
||||
}
|
||||
|
||||
void enableSound(const bool value) {
|
||||
if (!value) {
|
||||
stopChannel(-1);
|
||||
}
|
||||
sound_enabled = value;
|
||||
}
|
||||
|
||||
} // namespace Ja
|
||||
|
||||
// --- stb_vorbis macro leak cleanup ---
|
||||
|
||||
@@ -24,10 +24,10 @@ struct SdlFreeDeleter {
|
||||
}
|
||||
};
|
||||
|
||||
// Engine de baix nivell d'àudio del projecte jailgames: streaming OGG (stb_vorbis)
|
||||
// + N canals d'efectes (SDL3 audio). No depèn d'Options ni de cap singleton del
|
||||
// joc; només de SDL3 i stb_vorbis. La capa superior (Audio) li passa recursos
|
||||
// pel punter i fa el bookkeeping d'usuari.
|
||||
// Motor de baix nivell d'àudio del projecte jailgames: streaming OGG
|
||||
// (stb_vorbis) + N canals d'efectes (SDL3 audio). No depèn d'Options ni de cap
|
||||
// singleton del joc; només de SDL3 i stb_vorbis. La capa superior (Audio) li
|
||||
// passa recursos pel punter i fa el bookkeeping d'usuari.
|
||||
namespace Ja {
|
||||
|
||||
// --- Public Enums ---
|
||||
@@ -51,9 +51,9 @@ namespace Ja {
|
||||
inline constexpr int MAX_SIMULTANEOUS_CHANNELS = 20;
|
||||
inline constexpr int MAX_GROUPS = 2;
|
||||
|
||||
// Spec de fallback del dispositiu. S'aplica abans de Ja::init() i com a valor
|
||||
// inicial de Sound/Music. L'spec real d'ús l'imposa Ja::init(), que la capa
|
||||
// Audio alimenta des de Defaults::Audio — única font de veritat del projecte.
|
||||
// Spec de fallback del dispositiu. S'aplica abans que l'Engine s'iniciï i
|
||||
// com a valor inicial de Sound/Music. L'spec real d'ús l'imposa el ctor
|
||||
// d'Engine, alimentat des de Defaults::Audio via Audio.
|
||||
inline constexpr SDL_AudioSpec DEFAULT_SPEC{SDL_AUDIO_S16, 2, 48000};
|
||||
|
||||
// --- Struct Definitions ---
|
||||
@@ -106,14 +106,88 @@ namespace Ja {
|
||||
FadeState fade;
|
||||
};
|
||||
|
||||
// --- Lifecycle ---
|
||||
// --- Engine ---
|
||||
// Encapsula tot l'estat que abans vivia com a globals inline. Un sol Engine
|
||||
// viu per procés (enforceat via assert al ctor contra `active_`). El ctor
|
||||
// obre el device SDL; el dtor el tanca (RAII). Els deleters
|
||||
// `Ja::deleteMusic`/`Ja::deleteSound` accedeixen al motor actiu via
|
||||
// `Engine::active()` per parar canals abans d'alliberar.
|
||||
class Engine {
|
||||
public:
|
||||
Engine(int freq, SDL_AudioFormat format, int num_channels);
|
||||
~Engine();
|
||||
Engine(const Engine&) = delete;
|
||||
auto operator=(const Engine&) -> Engine& = delete;
|
||||
Engine(Engine&&) = delete;
|
||||
auto operator=(Engine&&) -> Engine& = delete;
|
||||
|
||||
// Retorna el motor actiu o nullptr si cap ha estat construït. L'usen
|
||||
// els deleters de recursos perquè no els arriba cap referència directa.
|
||||
[[nodiscard]] static auto active() noexcept -> Engine*;
|
||||
|
||||
void update();
|
||||
|
||||
// --- Música ---
|
||||
void playMusic(Music* music, int loop = -1);
|
||||
void pauseMusic();
|
||||
void resumeMusic();
|
||||
void stopMusic();
|
||||
void fadeOutMusic(int milliseconds);
|
||||
void crossfadeMusic(Music* music, int crossfade_ms, int loop = -1);
|
||||
[[nodiscard]] auto getMusicState() const -> MusicState;
|
||||
auto setMusicVolume(float volume) -> float;
|
||||
void enableMusic(bool value);
|
||||
// Notifica al motor que un Music s'està destruint: si és el current_music
|
||||
// s'atura abans que els seus recursos (stream/vorbis) deixin de ser vàlids.
|
||||
void onMusicDeleted(const Music* music);
|
||||
|
||||
// --- So ---
|
||||
auto playSound(Sound* sound, int loop = 0, int group = 0) -> int;
|
||||
auto playSoundOnChannel(Sound* sound, int channel, int loop = 0, int group = 0) -> int;
|
||||
void pauseChannel(int channel);
|
||||
void resumeChannel(int channel);
|
||||
void stopChannel(int channel);
|
||||
auto setSoundVolume(float volume, int group = -1) -> float;
|
||||
void enableSound(bool value);
|
||||
// Notifica al motor que un Sound s'està destruint: els canals que el
|
||||
// referenciïn es paren abans d'alliberar el buffer.
|
||||
void onSoundDeleted(const Sound* sound);
|
||||
|
||||
private:
|
||||
void stealCurrentIntoOutgoing(int duration_ms);
|
||||
void updateOutgoingFade();
|
||||
void updateIncomingFade();
|
||||
void updateCurrentMusic();
|
||||
void updateSoundChannels();
|
||||
|
||||
template <typename Fn>
|
||||
void forEachTargetChannel(int channel, Fn&& fn);
|
||||
|
||||
Music* current_music_{nullptr};
|
||||
Channel channels_[MAX_SIMULTANEOUS_CHANNELS]{};
|
||||
SDL_AudioSpec audio_spec_{DEFAULT_SPEC};
|
||||
float music_volume_{1.0F};
|
||||
float sound_volume_[MAX_GROUPS]{};
|
||||
bool music_enabled_{true};
|
||||
bool sound_enabled_{true};
|
||||
SDL_AudioDeviceID sdl_audio_device_{0};
|
||||
OutgoingMusic outgoing_music_;
|
||||
FadeState incoming_fade_;
|
||||
|
||||
// NOLINTNEXTLINE(readability-identifier-naming) — convenció projecte: private static amb sufix _
|
||||
static Engine* active_;
|
||||
};
|
||||
|
||||
// --- Lifecycle forwarders ---
|
||||
// Compat amb els callers actuals. Creen/destrueixen l'Engine únic via
|
||||
// make_unique emmagatzemat al propi .cpp. Al commit següent Audio agafarà
|
||||
// ownership directe i aquests forwarders desapareixeran per a la capa de
|
||||
// control; els de música/so romanen només el temps de la migració.
|
||||
void init(int freq, SDL_AudioFormat format, int num_channels);
|
||||
void quit();
|
||||
void update();
|
||||
|
||||
// --- Music API ---
|
||||
[[nodiscard]] auto loadMusic(const Uint8* buffer, Uint32 length) -> Music*;
|
||||
[[nodiscard]] auto loadMusic(const Uint8* buffer, Uint32 length, const char* filename) -> Music*;
|
||||
// --- Music API forwarders (temporal, eliminats al commit 3) ---
|
||||
void playMusic(Music* music, int loop = -1);
|
||||
void pauseMusic();
|
||||
void resumeMusic();
|
||||
@@ -121,19 +195,26 @@ namespace Ja {
|
||||
void fadeOutMusic(int milliseconds);
|
||||
void crossfadeMusic(Music* music, int crossfade_ms, int loop = -1);
|
||||
[[nodiscard]] auto getMusicState() -> MusicState;
|
||||
void deleteMusic(Music* music);
|
||||
auto setMusicVolume(float volume) -> float;
|
||||
void enableMusic(bool value);
|
||||
|
||||
// --- Sound API ---
|
||||
[[nodiscard]] auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound*;
|
||||
// --- Sound API forwarders (temporal, eliminats al commit 3) ---
|
||||
auto playSound(Sound* sound, int loop = 0, int group = 0) -> int;
|
||||
auto playSoundOnChannel(Sound* sound, int channel, int loop = 0, int group = 0) -> int;
|
||||
void deleteSound(Sound* sound);
|
||||
void pauseChannel(int channel);
|
||||
void resumeChannel(int channel);
|
||||
void stopChannel(int channel);
|
||||
auto setSoundVolume(float volume, int group = -1) -> float;
|
||||
void enableSound(bool value);
|
||||
|
||||
// --- Factories i destructors (permanents) ---
|
||||
// No depenen de l'estat del motor: loadMusic/loadSound només construeixen
|
||||
// objectes, deleteMusic/deleteSound consulten Engine::active() per parar
|
||||
// canals abans d'alliberar (si el motor encara viu).
|
||||
[[nodiscard]] auto loadMusic(const Uint8* buffer, Uint32 length) -> Music*;
|
||||
[[nodiscard]] auto loadMusic(const Uint8* buffer, Uint32 length, const char* filename) -> Music*;
|
||||
void deleteMusic(Music* music);
|
||||
[[nodiscard]] auto loadSound(std::uint8_t* buffer, std::uint32_t size) -> Sound*;
|
||||
void deleteSound(Sound* sound);
|
||||
|
||||
} // namespace Ja
|
||||
Reference in new issue
Block a user