213 lines
6.1 KiB
C++
213 lines
6.1 KiB
C++
#include "core/audio/audio.hpp"
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#include <SDL3/SDL.h> // Para SDL_GetError, SDL_Init
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#include <algorithm> // Para clamp
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#include <iostream> // Para std::cout
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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.c"
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// stb_vorbis.c filtra les macros L, C i R (i PLAYBACK_*) al TU. Les netegem
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// perquè xocarien amb noms de paràmetres de plantilla en altres headers.
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#undef L
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#undef C
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#undef R
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#undef PLAYBACK_MONO
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#undef PLAYBACK_LEFT
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#undef PLAYBACK_RIGHT
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// clang-format on
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#include "core/audio/audio_adapter.hpp" // Para AudioResource::getMusic/getSound
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#include "core/audio/jail_audio.hpp" // Para JA_*
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#include "game/options.hpp" // Para Options::audio
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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() {
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delete Audio::instance;
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Audio::instance = nullptr;
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}
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// Obtiene la instancia
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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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JA_Quit();
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}
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// Método principal
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void Audio::update() {
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JA_Update();
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// Sincronizar estado: detectar cuando la música se para (ej. fade-out completado)
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if (instance && instance->music_.state == MusicState::PLAYING && JA_GetMusicState() != JA_MUSIC_PLAYING) {
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instance->music_.state = MusicState::STOPPED;
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}
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}
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// Reproduce la música por nombre (con crossfade opcional)
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void Audio::playMusic(const std::string& name, const int loop, const int crossfade_ms) {
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bool new_loop = (loop != 0);
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// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
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if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
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return;
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}
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if (!music_enabled_) return;
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auto* resource = AudioResource::getMusic(name);
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if (resource == nullptr) return;
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if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
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JA_CrossfadeMusic(resource, crossfade_ms, loop);
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} else {
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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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}
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music_.name = name;
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music_.loop = new_loop;
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music_.state = MusicState::PLAYING;
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}
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// Reproduce la música por puntero (con crossfade opcional)
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void Audio::playMusic(JA_Music_t* music, const int loop, const int crossfade_ms) {
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if (!music_enabled_ || music == nullptr) return;
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if (crossfade_ms > 0 && music_.state == MusicState::PLAYING) {
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JA_CrossfadeMusic(music, crossfade_ms, loop);
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} else {
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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(music, loop);
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}
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music_.name.clear(); // nom desconegut quan es passa per punter
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music_.loop = (loop != 0);
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music_.state = MusicState::PLAYING;
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}
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// Pausa la música
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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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// Continua la música pausada
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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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// Detiene la música
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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 sonido por nombre
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void Audio::playSound(const std::string& name, Group group) const {
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if (sound_enabled_) {
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JA_PlaySound(AudioResource::getSound(name), 0, static_cast<int>(group));
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}
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}
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// Reproduce un sonido por puntero directo
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void Audio::playSound(JA_Sound_t* sound, Group group) const {
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if (sound_enabled_ && sound != nullptr) {
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JA_PlaySound(sound, 0, static_cast<int>(group));
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}
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}
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// Detiene todos los sonidos
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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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// Realiza un fundido de salida de la música
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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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// Consulta directamente el estado real de la música en jailaudio
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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:
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return MusicState::PLAYING;
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case JA_MUSIC_PAUSED:
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return MusicState::PAUSED;
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case JA_MUSIC_STOPPED:
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case JA_MUSIC_INVALID:
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case JA_MUSIC_DISABLED:
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default:
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return MusicState::STOPPED;
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}
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}
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// Establece el volumen de los sonidos (float 0.0..1.0)
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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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const float CONVERTED_VOLUME = sound_volume * Options::audio.volume;
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JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
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}
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}
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// Establece el volumen de la música (float 0.0..1.0)
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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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const float CONVERTED_VOLUME = music_volume * Options::audio.volume;
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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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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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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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// Inicializa SDL Audio
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void Audio::initSDLAudio() {
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if (!SDL_Init(SDL_INIT_AUDIO)) {
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std::cout << "SDL_AUDIO could not initialize! SDL Error: " << SDL_GetError() << '\n';
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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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}
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}
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