#include "audio.h" #include "jail_audio.h" #include "options.h" #include "resource.h" #include // Singleton Audio *Audio::instance_ = nullptr; // Inicializa la instancia única del singleton void Audio::init() { Audio::instance_ = new Audio(); } // Libera la instancia void Audio::destroy() { delete Audio::instance_; } // Obtiene la instancia Audio *Audio::get() { return Audio::instance_; } // Constructor Audio::Audio() { // Inicializa SDL if (!SDL_Init(SDL_INIT_AUDIO)) { SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError()); } else { SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_AUDIO: INITIALIZING\n"); JA_Init(48000, SDL_AUDIO_S16LE, 2); enable(options.audio.enabled); setMusicVolume(options.audio.music.volume); setSoundVolume(options.audio.sound.volume); SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_AUDIO: INITIALIZATION COMPLETE\n"); } } // Destructor Audio::~Audio() { JA_Quit(); } // Reproduce la música void Audio::playMusic(const std::string &name, const int loop) { music_.name = name; music_.loop = loop; if (music_enabled_ && music_.state != MusicState::PLAYING) { JA_PlayMusic(Resource::get()->getMusic(name), loop); music_.state = MusicState::PLAYING; } } // Pausa la música void Audio::pauseMusic() { if (music_enabled_ && music_.state == MusicState::PLAYING) { JA_PauseMusic(); music_.state = MusicState::PAUSED; } } // Detiene la música void Audio::stopMusic() { if (music_enabled_) { JA_StopMusic(); music_.state = MusicState::STOPPED; } } // Reproduce un sonido void Audio::playSound(const std::string &name) { if (sound_enabled_) { JA_PlaySound(Resource::get()->getSound(name)); } } // Detiene todos los sonidos void Audio::stopAllSounds() { if (sound_enabled_) { JA_StopChannel(-1); } } // Realiza un fundido de salida de la música void Audio::fadeOutMusic(int milliseconds) { if (music_enabled_) { JA_FadeOutMusic(milliseconds); } } // Establece el volumen de los sonidos void Audio::setSoundVolume(int sound_volume) { if (sound_enabled_) { sound_volume = std::clamp(sound_volume, 0, 100); const float CONVERTED_VOLUME = (sound_volume / 100.0f) * (options.audio.volume / 100.0f); JA_SetSoundVolume(CONVERTED_VOLUME); } } // Establece el volumen de la música void Audio::setMusicVolume(int music_volume) { if (music_enabled_) { music_volume = std::clamp(music_volume, 0, 100); const float CONVERTED_VOLUME = (music_volume / 100.0f) * (options.audio.volume / 100.0f); JA_SetMusicVolume(CONVERTED_VOLUME); } } // Aplica la configuración void Audio::applySettings() { setSoundVolume(options.audio.sound.volume); setMusicVolume(options.audio.music.volume); enable(options.audio.enabled); } // Establecer estado general void Audio::enable(bool value) { enabled_ = value; switch (enabled_) { case true: setSoundVolume(options.audio.sound.volume); setMusicVolume(options.audio.music.volume); break; case false: setSoundVolume(0); setMusicVolume(0); break; } }