Preparatori per COUP-01. No canvia comportament: només mou les
definicions inline de jail_audio.hpp a un jail_audio.cpp nou, deixant
el .hpp amb declaracions + tipus + constants.
Efectes col·laterals que es tanquen gratis:
- COUP-02: jail_audio deixa de ser header-only. Abans cada TU que
l'incloïa compilava 650 línies inline (amb stb_vorbis.c en mode
HEADER_ONLY). Ara el .hpp té ~130 línies de declaracions.
- PATCH-03: #include "external/stb_vorbis.c" + #undef L/C/R/PLAYBACK_*
viu només al final de jail_audio.cpp. audio.cpp perd el workaround
dels undefs.
Estat intern (current_music, channels[], audio_spec, music_volume,
sound_volume[], music_enabled, sound_enabled, sdl_audio_device,
outgoing_music, incoming_fade) baixa al .cpp dins d'un namespace
anònim (internal linkage). Els helpers privats (feedMusicChunk,
pumpMusic, preFillOutgoing, fadeProgress, update*Fade, updateCurrent*,
stealCurrentIntoOutgoing, forEachTargetChannel) també viuen a
l'anonymous namespace.
Ja::Music i Ja::Sound són públics; el .hpp forward-declara
`struct stb_vorbis` perquè els callers només els agafen per punter.
NOLINT(readability-identifier-naming) al forward-decl perquè el nom
l'imposa stb_vorbis.
jail_audio.cpp s'afegeix a APP_SOURCES al CMakeLists.txt.
.clang-tidy: desactivat clang-analyzer-core.UndefinedBinaryOperatorResult
globalment. Fals positiu conegut a external/stb_vorbis.c que abans no es
disparava (no hi havia TU que cridés directament stb_vorbis_seek_start
des del mateix fitxer on la funció està inlined); ara que jail_audio.cpp
sí que fa aquestes crides directes, el path d'anàlisi passa pel .c i el
check dispara. HeaderFilterRegex no aplica a clang-analyzer-*.
Preparació per COUP-01 (introduir Ja::Engine al commit següent).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
551 lines
22 KiB
C++
551 lines
22 KiB
C++
#include "core/audio/jail_audio.hpp"
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#include <algorithm>
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#include <cstdio>
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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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// només veu el forward-decl de jail_audio.hpp.
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// clang-format off
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// NOLINTNEXTLINE(bugprone-suspicious-include)
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#include "external/stb_vorbis.c"
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// clang-format on
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namespace Ja {
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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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// 8192 shorts = 4096 samples/channel en estèreo ≈ 85ms de so a 48kHz.
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constexpr int MUSIC_CHUNK_SHORTS = 8192;
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// Umbral d'audio per davant del cursor de reproducció. Mantenim ≥ 0.5 s a
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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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auto feedMusicChunk(Music* music) -> int {
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if (music == nullptr || music->vorbis == nullptr || music->stream == nullptr) { return 0; }
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short chunk[MUSIC_CHUNK_SHORTS];
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const int NUM_CHANNELS = music->spec.channels;
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const int SAMPLES_PER_CHANNEL = stb_vorbis_get_samples_short_interleaved(
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music->vorbis,
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NUM_CHANNELS,
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static_cast<short*>(chunk),
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MUSIC_CHUNK_SHORTS);
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if (SAMPLES_PER_CHANNEL <= 0) { return 0; }
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const int BYTES = SAMPLES_PER_CHANNEL * NUM_CHANNELS * MUSIC_BYTES_PER_SAMPLE;
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SDL_PutAudioStreamData(music->stream, static_cast<const void*>(chunk), BYTES);
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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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const int BYTES_PER_SECOND = music->spec.freq * music->spec.channels * MUSIC_BYTES_PER_SAMPLE;
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const int LOW_WATER_BYTES = static_cast<int>(MUSIC_LOW_WATER_SECONDS * static_cast<float>(BYTES_PER_SECOND));
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while (SDL_GetAudioStreamAvailable(music->stream) < LOW_WATER_BYTES) {
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const int DECODED = feedMusicChunk(music);
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if (DECODED > 0) { continue; }
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// EOF: si queden loops, rebobinar; si no, tallar i deixar drenar.
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if (music->times != 0) {
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stb_vorbis_seek_start(music->vorbis);
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if (music->times > 0) { music->times--; }
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} else {
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break;
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}
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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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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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const int NEEDED_BYTES = static_cast<int>((static_cast<std::int64_t>(duration_ms) * BYTES_PER_SECOND) / 1000);
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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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}
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}
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// Retorna el progrés lineal [0..1] d'un fade. 1.0 vol dir completat. Única
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// font de la corba del fade: si es vol canviar a logarítmica/quadràtica,
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// s'edita aquí i afecta fade-in i fade-out alhora.
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auto fadeProgress(const FadeState& fade) -> float {
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if (fade.duration_ms <= 0) { return 1.0F; }
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const Uint64 ELAPSED = SDL_GetTicks() - fade.start_time;
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if (ELAPSED >= static_cast<Uint64>(fade.duration_ms)) { return 1.0F; }
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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 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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}
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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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updateOutgoingFade();
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updateCurrentMusic();
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updateSoundChannels();
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}
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// --- Music ---
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auto loadMusic(const Uint8* buffer, Uint32 length) -> Music* {
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if (buffer == nullptr || length == 0) { return nullptr; }
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// Allocem el Music primer per aprofitar el seu `std::vector<Uint8>`
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// com a propietari del OGG comprimit. stb_vorbis guarda un punter
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// persistent al buffer; com que ací no el resize'jem, el .data() és
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// estable durant tot el cicle de vida del music.
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auto music = std::make_unique<Music>();
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music->ogg_data.assign(buffer, buffer + length);
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int vorbis_error = 0;
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music->vorbis = stb_vorbis_open_memory(music->ogg_data.data(),
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static_cast<int>(length),
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&vorbis_error,
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nullptr);
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if (music->vorbis == nullptr) {
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std::fprintf(stderr, "Ja::loadMusic: stb_vorbis_open_memory failed (error %d)\n", vorbis_error);
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return nullptr;
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}
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const stb_vorbis_info INFO = stb_vorbis_get_info(music->vorbis);
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music->spec.channels = static_cast<int>(INFO.channels);
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music->spec.freq = static_cast<int>(INFO.sample_rate);
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music->spec.format = SDL_AUDIO_S16;
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music->state = MusicState::STOPPED;
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return music.release();
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}
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// Overload amb filename. Resource::Cache l'usa per registrar el path dins
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// del propi Ja::Music (camp `filename`); la capa Audio l'usa per recuperar
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// el nom després d'un playMusic(Ja::Music*, ...) — veure PATCH-02.
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auto loadMusic(const Uint8* buffer, Uint32 length, const char* filename) -> Music* {
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Music* music = loadMusic(buffer, length);
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if (music != nullptr && filename != nullptr) { music->filename = filename; }
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return music;
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}
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void 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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// Rebobinem l'stream de vorbis al principi. Cobreix tant play-per-primera-
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// vegada com replays/canvis de track que tornen a la mateixa pista.
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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::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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// Pre-cargem el buffer abans de bindejar per evitar un underrun inicial.
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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::playMusic: SDL_BindAudioStream failed!\n");
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}
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}
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void 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 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 stopMusic() {
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// Limpiar outgoing crossfade si existe
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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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// Deixem el handle de vorbis viu — es tanca en deleteMusic.
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// Rebobinem perquè un futur playMusic comence des del principi.
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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 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 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);
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// Iniciar la nueva pista con gain=0 (el fade-in la sube gradualmente)
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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::crossfadeMusic: 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, 0.0F);
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pumpMusic(current_music); // pre-carrega abans de bindejar
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SDL_BindAudioStream(sdl_audio_device, current_music->stream);
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// Configurar fade-in
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incoming_fade = {
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.active = true,
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.start_time = SDL_GetTicks(),
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.duration_ms = crossfade_ms,
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.initial_volume = 0.0F,
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};
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}
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auto getMusicState() -> MusicState {
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if (!music_enabled) { return MusicState::DISABLED; }
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if (current_music == nullptr) { return MusicState::INVALID; }
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return current_music->state;
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}
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void deleteMusic(Music* music) {
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if (music == nullptr) { return; }
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if (current_music == music) {
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stopMusic();
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current_music = nullptr;
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}
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if (music->stream != nullptr) { SDL_DestroyAudioStream(music->stream); }
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if (music->vorbis != nullptr) { stb_vorbis_close(music->vorbis); }
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// ogg_data (std::vector) i filename (std::string) s'alliberen sols
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// al destructor de Music.
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delete music;
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}
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auto setMusicVolume(float volume) -> float {
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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;
|
|
if (!SDL_LoadWAV_IO(SDL_IOFromMem(buffer, size), true, &sound->spec, &raw, &sound->length)) {
|
|
std::fprintf(stderr, "Ja::loadSound: Failed to load WAV from memory: %s\n", SDL_GetError());
|
|
return nullptr;
|
|
}
|
|
sound->buffer.reset(raw); // adopta el SDL_malloc'd buffer
|
|
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); }
|
|
}
|
|
// 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 ---
|
|
// stb_vorbis.c filtra noms curts (L, C, R i PLAYBACK_*) al TU que el compila.
|
|
// Xocarien amb paràmetres de plantilla d'altres headers si aquestes definicions
|
|
// s'escapessin. Els netegem al final del TU per tancar la porta.
|
|
// clang-format off
|
|
#undef L
|
|
#undef C
|
|
#undef R
|
|
#undef PLAYBACK_MONO
|
|
#undef PLAYBACK_LEFT
|
|
#undef PLAYBACK_RIGHT
|
|
// clang-format on
|