136 lines
3.0 KiB
C++
136 lines
3.0 KiB
C++
#include "audio.h"
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#include "jail_audio.h"
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#include "options.h"
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#include "resource.h"
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#include <SDL3/SDL.h>
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// Singleton
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Audio *Audio::instance_ = nullptr;
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// Inicializa la instancia única del singleton
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void Audio::init() { Audio::instance_ = new Audio(); }
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// Libera la instancia
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void Audio::destroy() { delete Audio::instance_; }
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// Obtiene la instancia
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Audio *Audio::get() { return Audio::instance_; }
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// Constructor
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Audio::Audio()
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{
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// Inicializa SDL
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if (!SDL_Init(SDL_INIT_AUDIO))
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
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}
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else
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{
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "\n** SDL_AUDIO: INITIALIZING\n");
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JA_Init(48000, SDL_AUDIO_S16LE, 2);
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enable(Options::audio.enabled);
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SDL_LogInfo(SDL_LOG_CATEGORY_TEST, "** SDL_AUDIO: INITIALIZATION COMPLETE\n");
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}
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}
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// Destructor
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Audio::~Audio() { JA_Quit(); }
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// Reproduce la música
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void Audio::playMusic(const std::string &name, const int loop)
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{
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music_.name = name;
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music_.loop = loop;
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if (music_enabled_ && music_.state != MusicState::PLAYING)
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{
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JA_PlayMusic(Resource::get()->getMusic(name), loop);
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music_.state = MusicState::PLAYING;
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}
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}
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// Pausa la música
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void Audio::pauseMusic()
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{
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if (music_enabled_ && music_.state == MusicState::PLAYING)
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{
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JA_PauseMusic();
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music_.state = MusicState::PAUSED;
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}
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}
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// Detiene la música
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void Audio::stopMusic()
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{
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if (music_enabled_)
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{
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JA_StopMusic();
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music_.state = MusicState::STOPPED;
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}
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}
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// Reproduce un sonido
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void Audio::playSound(const std::string &name)
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{
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if (sound_enabled_)
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{
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JA_PlaySound(Resource::get()->getSound(name));
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}
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}
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// Detiene todos los sonidos
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void Audio::stopAllSounds()
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{
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if (sound_enabled_)
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{
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JA_StopChannel(-1);
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}
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}
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// Realiza un fundido de salida de la música
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void Audio::fadeOutMusic(int milliseconds)
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{
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if (music_enabled_)
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{
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JA_FadeOutMusic(milliseconds);
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}
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}
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// Establece el volumen de los sonidos
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void Audio::setSoundVolume(int sound_volume)
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{
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if (sound_enabled_)
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{
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sound_volume = std::clamp(sound_volume, 0, 100);
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const float CONVERTED_VOLUME = (sound_volume / 100.0f) * (Options::audio.volume / 100.0f);
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JA_SetSoundVolume(CONVERTED_VOLUME);
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}
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}
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// Establece el volumen de la música
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void Audio::setMusicVolume(int music_volume)
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{
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if (music_enabled_)
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{
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music_volume = std::clamp(music_volume, 0, 100);
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const float CONVERTED_VOLUME = (music_volume / 100.0f) * (Options::audio.volume / 100.0f);
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JA_SetMusicVolume(CONVERTED_VOLUME);
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}
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}
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// Aplica la configuración
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void Audio::applySettings()
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{
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enable(Options::audio.enabled);
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}
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// Establecer estado general
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void Audio::enable(bool value)
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{
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enabled_ = value;
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setSoundVolume(enabled_ ? Options::audio.sound.volume : 0);
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setMusicVolume(enabled_ ? Options::audio.music.volume : 0);
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} |