Subsistema d'àudio: port de ../aee/core/audio refactoritzat amb namespace Ja, desacoblat d'Options via Audio::Config i extensió de Resource::Cache per preloading de música i sons; pyramid_1.ogg sona a GameScene (v0.15.0)

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JailDesigner committed 2026-04-19 23:19:20 +02:00
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#include "core/audio/audio.hpp"
#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
#include <algorithm> // Para clamp
#include <iostream> // Para std::cout
// Implementació de stb_vorbis (ha d'anar ABANS d'incloure jail_audio.hpp).
// clang-format off
#undef STB_VORBIS_HEADER_ONLY
// NOLINTNEXTLINE(bugprone-suspicious-include)
#include "external/stb_vorbis.c"
// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
#undef L
#undef C
#undef R
#undef PLAYBACK_MONO
#undef PLAYBACK_LEFT
#undef PLAYBACK_RIGHT
// clang-format on
#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
#include "core/audio/jail_audio.hpp" // Para Ja::* (engine jailgames)
// Singleton
std::unique_ptr<Audio> Audio::instance;
// Inicialitza la instància única del singleton amb la configuració rebuda
void Audio::init(const Config& config) { Audio::instance = std::unique_ptr<Audio>(new Audio(config)); }
// Libera la instancia
void Audio::destroy() { Audio::instance.reset(); }
// Obtiene la instancia
auto Audio::get() -> Audio* { return Audio::instance.get(); }
// Constructor
Audio::Audio(const Config& config)
: config_(config) { initSDLAudio(); }
// Destructor
Audio::~Audio() {
Ja::quit();
}
// Método principal
void Audio::update() {
Ja::update();
// Sincronitzar estat: detectar quan la música s'ha parat (p. ex. fade-out completat)
if (instance && instance->music_.state == MusicState::PLAYING && Ja::getMusicState() != Ja::MusicState::PLAYING) {
instance->music_.state = MusicState::STOPPED;
}
}
// Reproduce la música por nombre (con crossfade opcional)
void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
const bool NEW_LOOP = (loop != 0);
// Si ja sona exactament la mateixa pista i mateix mode loop, no fem res
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == NEW_LOOP) {
return;
}
if (!music_enabled_) { return; }
auto* resource = AudioResource::getMusic(name);
if (resource == nullptr) { return; }
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
Ja::crossfadeMusic(resource, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
Ja::stopMusic();
}
Ja::playMusic(resource, loop);
}
music_.name = name;
music_.loop = NEW_LOOP;
music_.state = MusicState::PLAYING;
}
// Reproduce la música por puntero (con crossfade opcional)
void Audio::playMusic(Ja::Music* music, const int loop, const int crossfade_ms) {
if (!music_enabled_ || music == nullptr) { return; }
if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
Ja::crossfadeMusic(music, crossfade_ms, loop);
} else {
if (music_.state == MusicState::PLAYING) {
Ja::stopMusic();
}
Ja::playMusic(music, loop);
}
music_.name.clear(); // nom desconegut quan es passa per punter
music_.loop = (loop != 0);
music_.state = MusicState::PLAYING;
}
// Pausa la música
void Audio::pauseMusic() {
if (music_enabled_ && music_.state == MusicState::PLAYING) {
Ja::pauseMusic();
music_.state = MusicState::PAUSED;
}
}
// Continua la música pausada
void Audio::resumeMusic() {
if (music_enabled_ && music_.state == MusicState::PAUSED) {
Ja::resumeMusic();
music_.state = MusicState::PLAYING;
}
}
// Detiene la música
void Audio::stopMusic() {
if (music_enabled_) {
Ja::stopMusic();
music_.state = MusicState::STOPPED;
}
}
// Reproduce un sonido por nombre
void Audio::playSound(const std::string& name, Group group) const {
if (sound_enabled_) {
Ja::playSound(AudioResource::getSound(name), 0, static_cast<int>(group));
}
}
// Reproduce un sonido por puntero directo
void Audio::playSound(Ja::Sound* sound, Group group) const {
if (sound_enabled_ && sound != nullptr) {
Ja::playSound(sound, 0, static_cast<int>(group));
}
}
// Detiene todos los sonidos
void Audio::stopAllSounds() const {
if (sound_enabled_) {
Ja::stopChannel(-1);
}
}
// Realiza un fundido de salida de la música
void Audio::fadeOutMusic(int milliseconds) const {
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
Ja::fadeOutMusic(milliseconds);
}
}
// Consulta directament l'estat real de la música a jail_audio
auto Audio::getRealMusicState() -> MusicState {
const Ja::MusicState JA_STATE = Ja::getMusicState();
switch (JA_STATE) {
case Ja::MusicState::PLAYING:
return MusicState::PLAYING;
case Ja::MusicState::PAUSED:
return MusicState::PAUSED;
case Ja::MusicState::STOPPED:
case Ja::MusicState::INVALID:
case Ja::MusicState::DISABLED:
default:
return MusicState::STOPPED;
}
}
// Estableix el volum dels sons (float 0.0..1.0)
void Audio::setSoundVolume(float sound_volume, Group group) const {
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
const bool ACTIVE = enabled_ && sound_enabled_;
const float CONVERTED_VOLUME = ACTIVE ? sound_volume * config_.volume : 0.0F;
Ja::setSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
}
// Estableix el volum de la música (float 0.0..1.0)
void Audio::setMusicVolume(float music_volume) const {
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
const bool ACTIVE = enabled_ && music_enabled_;
const float CONVERTED_VOLUME = ACTIVE ? music_volume * config_.volume : 0.0F;
Ja::setMusicVolume(CONVERTED_VOLUME);
}
// Aplica una nova configuració (substitueix la cache i reaplica enables/volums)
void Audio::applySettings(const Config& config) {
config_ = config;
sound_enabled_ = config_.sound_enabled;
music_enabled_ = config_.music_enabled;
enable(config_.enabled);
}
// Estableix l'estat general
void Audio::enable(bool value) {
enabled_ = value;
setSoundVolume(enabled_ ? config_.sound_volume : MIN_VOLUME);
setMusicVolume(enabled_ ? config_.music_volume : MIN_VOLUME);
}
// Inicialitza SDL Audio
void Audio::initSDLAudio() {
if (!SDL_Init(SDL_INIT_AUDIO)) {
std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
} else {
Ja::init(FREQUENCY, SDL_AUDIO_S16LE, 2);
sound_enabled_ = config_.sound_enabled;
music_enabled_ = config_.music_enabled;
enable(config_.enabled);
}
}