Ja::MAX_SIMULTANEOUS_CHANNELS i Ja::MAX_GROUPS són límits interns del motor. La proposta inicial era moure'ls a Defaults::Audio, però jail_audio és reutilitzable entre projectes (no depèn d'Options ni d'utils/); moure els límits trencaria aquesta independència. El valor real del hallazgo era la invariant Audio::Group ↔ MAX_GROUPS, que cap codi protegia. S'afegeix un static_assert a audio.cpp que falla en compilació si s'afegeix una entrada nova a Group sense tocar MAX_GROUPS. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
221 lines
7.0 KiB
C++
221 lines
7.0 KiB
C++
#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)
|
|
#include "utils/defaults.hpp" // Para Defaults::Audio::FREQUENCY
|
|
|
|
// Invariant compile-time: tots els valors d'Audio::Group han de cabre als slots
|
|
// de volum per grup que manté l'engine. Si s'afegeix una nova entrada a Group
|
|
// i no s'incrementa Ja::MAX_GROUPS, aquest assert falla abans de compilar.
|
|
static_assert(static_cast<int>(Audio::Group::INTERFACE) < Ja::MAX_GROUPS,
|
|
"Audio::Group té més entrades que slots té Ja::MAX_GROUPS");
|
|
|
|
// 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(Defaults::Audio::FREQUENCY, Defaults::Audio::FORMAT, Defaults::Audio::CHANNELS);
|
|
sound_enabled_ = config_.sound_enabled;
|
|
music_enabled_ = config_.music_enabled;
|
|
enable(config_.enabled);
|
|
}
|
|
}
|