191 lines
5.1 KiB
C++
191 lines
5.1 KiB
C++
#include "audio.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm> // Para clamp
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#include <iostream>
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// Implementación de stb_vorbis (debe estar ANTES de incluir jail_audio.hpp)
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// clang-format off
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#undef STB_VORBIS_HEADER_ONLY
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#include "external/stb_vorbis.h"
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// clang-format on
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#include "core/audio/jail_audio.hpp" // Para JA_*
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#include "core/options.hpp" // Para Options::audio
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// Singleton
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Audio* Audio::instance = nullptr;
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void Audio::init() { Audio::instance = new Audio(); }
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void Audio::destroy() { delete Audio::instance; }
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auto Audio::get() -> Audio* { return Audio::instance; }
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// Constructor
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Audio::Audio() { initSDLAudio(); }
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// Destructor
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Audio::~Audio() {
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// Liberar recursos de música cargados
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for (auto& [name, music] : music_cache_) {
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if (music) {
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JA_StopMusic();
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delete music;
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}
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}
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// Liberar recursos de sonido cargados
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for (auto& [name, sound] : sound_cache_) {
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if (sound) {
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SDL_free(sound->buffer);
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delete sound;
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}
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}
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JA_Quit();
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}
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void Audio::update() {
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JA_Update();
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}
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// Reproduce una pista de música a partir de su ruta de fichero
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void Audio::playMusic(const std::string& path, const int loop) {
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bool new_loop = (loop != 0);
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if (music_.state == MusicState::PLAYING && music_.name == path && music_.loop == new_loop) {
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return;
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}
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// Cargar si no está en caché
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auto it = music_cache_.find(path);
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JA_Music_t* resource = nullptr;
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if (it != music_cache_.end()) {
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resource = it->second;
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} else {
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resource = JA_LoadMusic(path.c_str());
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if (resource != nullptr) {
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music_cache_[path] = resource;
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}
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}
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if (resource == nullptr) {
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std::cerr << "Audio: no se pudo cargar la música: " << path << '\n';
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return;
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}
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if (music_.state == MusicState::PLAYING) {
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JA_StopMusic();
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}
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JA_PlayMusic(resource, loop);
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music_.name = path;
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music_.loop = new_loop;
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music_.state = MusicState::PLAYING;
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}
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void Audio::pauseMusic() {
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if (music_enabled_ && music_.state == MusicState::PLAYING) {
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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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void Audio::resumeMusic() {
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if (music_enabled_ && music_.state == MusicState::PAUSED) {
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JA_ResumeMusic();
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music_.state = MusicState::PLAYING;
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}
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}
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void Audio::stopMusic() {
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if (music_enabled_) {
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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 efecto de sonido a partir de su ruta de fichero
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void Audio::playSound(const std::string& path, Group group) const {
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if (!sound_enabled_) return;
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auto it = sound_cache_.find(path);
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JA_Sound_t* resource = nullptr;
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if (it != sound_cache_.end()) {
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resource = it->second;
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} else {
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resource = JA_LoadSound(path.c_str());
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if (resource != nullptr) {
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sound_cache_[path] = resource;
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}
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}
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if (resource == nullptr) {
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std::cerr << "Audio: no se pudo cargar el sonido: " << path << '\n';
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return;
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}
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JA_PlaySound(resource, 0, static_cast<int>(group));
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}
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// Reproduce un sonido por puntero directo (para reutilizar recursos ya cargados)
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void Audio::playSound(JA_Sound_t* sound, Group group) const {
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if (sound_enabled_) {
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JA_PlaySound(sound, 0, static_cast<int>(group));
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}
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}
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void Audio::stopAllSounds() const {
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if (sound_enabled_) {
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JA_StopChannel(-1);
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}
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}
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void Audio::fadeOutMusic(int milliseconds) const {
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if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
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JA_FadeOutMusic(milliseconds);
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}
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}
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auto Audio::getRealMusicState() -> MusicState {
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JA_Music_state ja_state = JA_GetMusicState();
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switch (ja_state) {
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case JA_MUSIC_PLAYING: return MusicState::PLAYING;
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case JA_MUSIC_PAUSED: return MusicState::PAUSED;
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default: return MusicState::STOPPED;
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}
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}
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void Audio::setSoundVolume(float sound_volume, Group group) const {
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if (sound_enabled_) {
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sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
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JA_SetSoundVolume(sound_volume * Options::audio.volume, static_cast<int>(group));
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}
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}
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void Audio::setMusicVolume(float music_volume) const {
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if (music_enabled_) {
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music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
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JA_SetMusicVolume(music_volume * Options::audio.volume);
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}
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}
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void Audio::applySettings() {
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enable(Options::audio.enabled);
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}
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void Audio::enable(bool value) {
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enabled_ = value;
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setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
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setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
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}
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void Audio::initSDLAudio() {
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if (!SDL_Init(SDL_INIT_AUDIO)) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
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} else {
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JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
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enable(Options::audio.enabled);
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std::cout << "\n** AUDIO SYSTEM **\n";
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std::cout << "Audio system initialized successfully\n";
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}
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}
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