forked from jaildesigner-jailgames/jaildoctors_dilemma
170 lines
4.8 KiB
C++
170 lines
4.8 KiB
C++
#include "audio.hpp"
|
|
|
|
#include <SDL3/SDL.h> // Para SDL_LogInfo, SDL_LogCategory, SDL_G...
|
|
|
|
#include <algorithm> // Para clamp
|
|
#include <iostream> // Para std::cout
|
|
|
|
#include "core/resources/resource.hpp" // Para Resource
|
|
#include "external/jail_audio.h" // Para JA_FadeOutMusic, JA_Init, JA_PauseM...
|
|
#include "game/options.hpp" // Para AudioOptions, audio, MusicOptions
|
|
|
|
// 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
|
|
auto Audio::get() -> Audio* { return Audio::instance; }
|
|
|
|
// Constructor
|
|
Audio::Audio() { initSDLAudio(); }
|
|
|
|
// Destructor
|
|
Audio::~Audio() {
|
|
JA_Quit();
|
|
}
|
|
|
|
// Método principal
|
|
void Audio::update() {
|
|
JA_Update();
|
|
}
|
|
|
|
// Reproduce la música
|
|
void Audio::playMusic(const std::string& name, const int loop) {
|
|
bool new_loop = (loop != 0);
|
|
|
|
// Si ya está sonando exactamente la misma pista y mismo modo loop, no hacemos nada
|
|
if (music_.state == MusicState::PLAYING && music_.name == name && music_.loop == new_loop) {
|
|
return;
|
|
}
|
|
|
|
// Intentar obtener recurso; si falla, no tocar estado
|
|
auto* resource = Resource::get()->getMusic(name);
|
|
if (resource == nullptr) {
|
|
// manejo de error opcional
|
|
return;
|
|
}
|
|
|
|
// Si hay algo reproduciéndose, detenerlo primero (si el backend lo requiere)
|
|
if (music_.state == MusicState::PLAYING) {
|
|
JA_StopMusic(); // sustituir por la función de stop real del API si tiene otro nombre
|
|
}
|
|
|
|
// Llamada al motor para reproducir la nueva pista
|
|
JA_PlayMusic(resource, loop);
|
|
|
|
// Actualizar estado y metadatos después de iniciar con éxito
|
|
music_.name = name;
|
|
music_.loop = new_loop;
|
|
music_.state = MusicState::PLAYING;
|
|
}
|
|
|
|
|
|
// Pausa la música
|
|
void Audio::pauseMusic() {
|
|
if (music_enabled_ && music_.state == MusicState::PLAYING) {
|
|
JA_PauseMusic();
|
|
music_.state = MusicState::PAUSED;
|
|
}
|
|
}
|
|
|
|
// Continua la música pausada
|
|
void Audio::resumeMusic() {
|
|
if (music_enabled_ && music_.state == MusicState::PAUSED) {
|
|
JA_ResumeMusic();
|
|
music_.state = MusicState::PLAYING;
|
|
}
|
|
}
|
|
|
|
// 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, Group group) const {
|
|
if (sound_enabled_) {
|
|
JA_PlaySound(Resource::get()->getSound(name), 0, static_cast<int>(group));
|
|
}
|
|
}
|
|
|
|
// Detiene todos los sonidos
|
|
void Audio::stopAllSounds() const {
|
|
if (sound_enabled_) {
|
|
JA_StopChannel(-1);
|
|
}
|
|
}
|
|
|
|
// Realiza un fundido de salida de la música
|
|
void Audio::fadeOutMusic(int milliseconds) const {
|
|
if (music_enabled_ && getRealMusicState() == MusicState::PLAYING) {
|
|
JA_FadeOutMusic(milliseconds);
|
|
}
|
|
}
|
|
|
|
// Consulta directamente el estado real de la música en jailaudio
|
|
auto Audio::getRealMusicState() -> MusicState {
|
|
JA_Music_state ja_state = JA_GetMusicState();
|
|
switch (ja_state) {
|
|
case JA_MUSIC_PLAYING:
|
|
return MusicState::PLAYING;
|
|
case JA_MUSIC_PAUSED:
|
|
return MusicState::PAUSED;
|
|
case JA_MUSIC_STOPPED:
|
|
case JA_MUSIC_INVALID:
|
|
case JA_MUSIC_DISABLED:
|
|
default:
|
|
return MusicState::STOPPED;
|
|
}
|
|
}
|
|
|
|
// Establece el volumen de los sonidos
|
|
void Audio::setSoundVolume(int sound_volume, Group group) const {
|
|
if (sound_enabled_) {
|
|
sound_volume = std::clamp(sound_volume, MIN_VOLUME, MAX_VOLUME);
|
|
const float CONVERTED_VOLUME = (sound_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
|
JA_SetSoundVolume(CONVERTED_VOLUME, static_cast<int>(group));
|
|
}
|
|
}
|
|
|
|
// Establece el volumen de la música
|
|
void Audio::setMusicVolume(int music_volume) const {
|
|
if (music_enabled_) {
|
|
music_volume = std::clamp(music_volume, MIN_VOLUME, MAX_VOLUME);
|
|
const float CONVERTED_VOLUME = (music_volume / 100.0F) * (Options::audio.volume / 100.0F);
|
|
JA_SetMusicVolume(CONVERTED_VOLUME);
|
|
}
|
|
}
|
|
|
|
// Aplica la configuración
|
|
void Audio::applySettings() {
|
|
enable(Options::audio.enabled);
|
|
}
|
|
|
|
// Establecer estado general
|
|
void Audio::enable(bool value) {
|
|
enabled_ = value;
|
|
|
|
setSoundVolume(enabled_ ? Options::audio.sound.volume : MIN_VOLUME);
|
|
setMusicVolume(enabled_ ? Options::audio.music.volume : MIN_VOLUME);
|
|
}
|
|
|
|
// Inicializa SDL Audio
|
|
void Audio::initSDLAudio() {
|
|
if (!SDL_Init(SDL_INIT_AUDIO)) {
|
|
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_AUDIO could not initialize! SDL Error: %s", SDL_GetError());
|
|
} else {
|
|
JA_Init(FREQUENCY, SDL_AUDIO_S16LE, 2);
|
|
enable(Options::audio.enabled);
|
|
|
|
std::cout << "Audio system initialized successfully\n";
|
|
}
|
|
} |