hedgewars/uSound.pas
author unc0rr
Wed, 29 Feb 2012 23:44:49 +0400
changeset 6753 e95b1f62d0de
parent 6700 e04da46ee43c
child 6862 87e060b69926
permissions -rw-r--r--
Don't remove client's teams from teams list on "ROUNDFINISHED 0", just send team removal message to others. This should fix problems with ghost teams in frontend. Not tested at all, successfully built on first attempt, which is considered as a bad sign :D Server still thinks game proceeds, so restart isn't possible.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uSound;
(*
 * This unit controls the sounds and music of the game.
 * Doesn't really do anything if isSoundEnabled = false.
 *
 * There are three basic types of sound controls:
 *    Music        - The background music of the game:
 *                   * will only be played if isMusicEnabled = true
 *                   * can be started, changed, paused and resumed
 *    Sound        - Can be started and stopped
 *    Looped Sound - Subtype of sound: plays in a loop using a
 *                   "channel", of which the id is returned on start.
 *                   The channel id can be used to stop a specific sound loop.
 *)
interface
uses SDLh, uConsts, uTypes, sysutils;

var MusicFN: shortstring; // music file name

procedure initModule;
procedure freeModule;

procedure InitSound; // Initiates sound-system if isSoundEnabled.
procedure ReleaseSound(complete: boolean); // Releases sound-system and used resources.
procedure SoundLoad; // Preloads some sounds for performance reasons.


// MUSIC

// Obvious music commands for music track specified in MusicFN.
procedure PlayMusic;
procedure PauseMusic;
procedure ResumeMusic;
procedure ChangeMusic; // Replaces music track with current MusicFN and plays it.
procedure StopMusic; // Stops and releases the current track


// SOUNDS

// Plays the sound snd [from a given voicepack],
// if keepPlaying is given and true,
// then the sound's playback won't be interrupted if asked to play again.
procedure PlaySound(snd: TSound);
procedure PlaySound(snd: TSound; keepPlaying: boolean);
procedure PlaySound(snd: TSound; voicepack: PVoicepack);
procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);

// Plays sound snd [of voicepack] in a loop, but starts with fadems milliseconds of fade-in.
// Returns sound channel of the looped sound.
function  LoopSound(snd: TSound): LongInt;
function  LoopSound(snd: TSound; fadems: LongInt): LongInt;
function  LoopSound(snd: TSound; voicepack: PVoicepack): LongInt; // WTF?
function  LoopSound(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;

// Stops the normal/looped sound of the given type/in the given channel
// [with a fade-out effect for fadems milliseconds].
procedure StopSound(snd: TSound);
procedure StopSound(chn: LongInt);
procedure StopSound(chn, fadems: LongInt);

procedure AddVoice(snd: TSound; voicepack: PVoicepack);
procedure PlayNextVoice;


// MISC

// Modifies the sound volume of the game by voldelta and returns the new volume level.
function  ChangeVolume(voldelta: LongInt): LongInt;

// Returns a pointer to the voicepack with the given name.
function  AskForVoicepack(name: shortstring): Pointer;


implementation
uses uVariables, uConsole, uUtils, uCommands, uDebug;

const chanTPU = 32;
var Volume: LongInt;
    lastChan: array [TSound] of LongInt;
    voicepacks: array[0..cMaxTeams] of TVoicepack;
    defVoicepack: PVoicepack;
    Mus: PMixMusic = nil;

function  AskForVoicepack(name: shortstring): Pointer;
var i: Longword;
    locName, path: shortstring;
begin
i:= 0;
    // First, attempt to locate a localised version of the voice
    if cLocale <> 'en' then
        begin
        locName:= name+'_'+cLocale;
        path:= UserPathz[ptVoices] + '/' + locName;
        if DirectoryExists(path) then
            name:= locName
        else
            begin
            path:= Pathz[ptVoices] + '/' + locName;
            if DirectoryExists(path) then
                name:= locName
            else if Length(cLocale) > 2
                then
                begin
                locName:= name+'_'+Copy(cLocale,1,2);
                path:= UserPathz[ptVoices] + '/' + locName;
                if DirectoryExists(path) then
                    name:= locName
                else
                    begin
                    path:= Pathz[ptVoices] + '/' + locName;
                    if DirectoryExists(path) then
                        name:= locName
                    end
                end
            end
        end;

    // If that fails, use the unmodified one
    while (voicepacks[i].name <> name) and (voicepacks[i].name <> '') do
        begin
        inc(i);
        TryDo(i <= cMaxTeams, 'Engine bug: AskForVoicepack i > cMaxTeams', true)
        end;

    voicepacks[i].name:= name;
    AskForVoicepack:= @voicepacks[i]
end;

procedure InitSound;
var i: TSound;
    channels: LongInt;
begin
    if not isSoundEnabled then
        exit;
    WriteToConsole('Init sound...');
    isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;

{$IFDEF MOBILE}
    channels:= 1;
{$ELSE}
    channels:= 2;
{$ENDIF}

    if isSoundEnabled then
        isSoundEnabled:= Mix_OpenAudio(44100, $8010, channels, 1024) = 0;

    WriteToConsole('Init SDL_mixer... ');
    SDLTry(Mix_Init(MIX_INIT_OGG) <> 0, true);
    WriteLnToConsole(msgOK);

    if isSoundEnabled then
        WriteLnToConsole(msgOK)
    else
        WriteLnToConsole(msgFailed);

    Mix_AllocateChannels(Succ(chanTPU));
    if isMusicEnabled then
        Mix_VolumeMusic(50);
    for i:= Low(TSound) to High(TSound) do
        lastChan[i]:= -1;

    Volume:= 0;
    ChangeVolume(cInitVolume)
end;

// when complete is false, this procedure just releases some of the chucks on inactive channels
// this way music is not stopped, nor are chucks currently being plauyed
procedure ReleaseSound(complete: boolean);
var i: TSound;
    t: Longword;
begin
    // release and nil all sounds
    for t:= 0 to cMaxTeams do
        if voicepacks[t].name <> '' then
            for i:= Low(TSound) to High(TSound) do
                if voicepacks[t].chunks[i] <> nil then
                    if complete or (Mix_Playing(lastChan[i]) = 0) then
                        begin
                        Mix_HaltChannel(lastChan[i]);
                        lastChan[i]:= -1;
                        Mix_FreeChunk(voicepacks[t].chunks[i]);
                        voicepacks[t].chunks[i]:= nil;
                        end;

    // stop music
    if complete then
        begin
        if Mus <> nil then
            begin
            Mix_HaltMusic();
            Mix_FreeMusic(Mus);
            Mus:= nil;
            end;

        // make sure all instances of sdl_mixer are unloaded before continuing
        while Mix_Init(0) <> 0 do
            Mix_Quit();

        Mix_CloseAudio();
        end;
end;

procedure SoundLoad;
var i: TSound;
    t: Longword;
begin
    if not isSoundEnabled then
        exit;

    defVoicepack:= AskForVoicepack('Default');

    // initialize all voices to nil so that they can be loaded when needed
    for t:= 0 to cMaxTeams do
        if voicepacks[t].name <> '' then
            for i:= Low(TSound) to High(TSound) do
                voicepacks[t].chunks[i]:= nil;

    for i:= Low(TSound) to High(TSound) do
    begin
        defVoicepack^.chunks[i]:= nil;
        (* this is not necessary when SDL_mixer is compiled with USE_OGG_TREMOR
        // preload all the big sound files (>32k) that would otherwise lockup the game
        if (i in [sndBeeWater, sndBee, sndCake, sndHellishImpact1, sndHellish, sndHomerun,
                  sndMolotov, sndMortar, sndRideOfTheValkyries, sndYoohoo])
            and (Soundz[i].Path <> ptVoices) and (Soundz[i].FileName <> '') then
        begin
            s:= UserPathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
            if not FileExists(s) then s:= Pathz[Soundz[i].Path] + '/' + Soundz[i].FileName;
            WriteToConsole(msgLoading + s + ' ');
            defVoicepack^.chunks[i]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
            SDLTry(defVoicepack^.chunks[i] <> nil, true);
            WriteLnToConsole(msgOK);
        end;*)
    end;

end;

procedure PlaySound(snd: TSound);
begin
    PlaySound(snd, nil, false);
end;

procedure PlaySound(snd: TSound; keepPlaying: boolean);
begin
    PlaySound(snd, nil, keepPlaying);
end;

procedure PlaySound(snd: TSound; voicepack: PVoicepack);
begin
    PlaySound(snd, voicepack, false);
end;

procedure PlaySound(snd: TSound; voicepack: PVoicepack; keepPlaying: boolean);
var s:shortstring;
begin
    if (not isSoundEnabled) or fastUntilLag then
        exit;

    if keepPlaying and (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
        exit;

    if (voicepack <> nil) then
        begin
        if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
            begin
            s:= UserPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            if not FileExists(s) then
                s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
            if voicepack^.chunks[snd] = nil then
                WriteLnToConsole(msgFailed)
            else
                WriteLnToConsole(msgOK)
            end;
        lastChan[snd]:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], 0, -1)
        end
    else
        begin
        if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
            begin
            s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
            if not FileExists(s) then
                s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
            SDLTry(defVoicepack^.chunks[snd] <> nil, true);
            WriteLnToConsole(msgOK);
            end;
        lastChan[snd]:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], 0, -1)
        end;
end;

procedure AddVoice(snd: TSound; voicepack: PVoicepack);
var i : LongInt;
begin
    if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd = snd) and  (LastVoice.voicepack = voicepack)) then
        exit;
    if (snd = sndVictory) or (snd = sndFlawless) then
        begin
        Mix_FadeOutChannel(-1, 800);
        for i:= 0 to 7 do
            VoiceList[i].snd:= sndNone;
        LastVoice.snd:= sndNone;
        end;

    i:= 0;
    while (i<8) and (VoiceList[i].snd <> sndNone) do
        inc(i);

    // skip playing same sound for same hog twice
    if (i>0) and (VoiceList[i-1].snd = snd) and (VoiceList[i-1].voicepack = voicepack) then
        exit;
    VoiceList[i].snd:= snd;
    VoiceList[i].voicepack:= voicepack;
end;

procedure PlayNextVoice;
var i : LongInt;
begin
    if (not isSoundEnabled) or fastUntilLag or ((LastVoice.snd <> sndNone) and (lastChan[LastVoice.snd] <> -1) and (Mix_Playing(lastChan[LastVoice.snd]) <> 0)) then
        exit;
    i:= 0;
    while (i<8) and (VoiceList[i].snd = sndNone) do
        inc(i);
    
    if (VoiceList[i].snd <> sndNone) then
        begin
        LastVoice.snd:= VoiceList[i].snd;
        LastVoice.voicepack:= VoiceList[i].voicepack;
        VoiceList[i].snd:= sndNone;
        PlaySound(LastVoice.snd, LastVoice.voicepack)
        end
    else LastVoice.snd:= sndNone;
end;

function LoopSound(snd: TSound): LongInt;
begin
    LoopSound:= LoopSound(snd, nil)
end;

function LoopSound(snd: TSound; fadems: LongInt): LongInt;
begin
    LoopSound:= LoopSound(snd, nil, fadems)
end;

function LoopSound(snd: TSound; voicepack: PVoicepack): LongInt;
begin
    voicepack:= voicepack;    // avoid compiler hint
    LoopSound:= LoopSound(snd, nil, 0)
end;

function LoopSound(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
var s: shortstring;
begin
    if (not isSoundEnabled) or fastUntilLag then
        begin
        LoopSound:= -1;
        exit
        end;

    if (voicepack <> nil) then
        begin
        if (voicepack^.chunks[snd] = nil) and (Soundz[snd].Path = ptVoices) and (Soundz[snd].FileName <> '') then
           begin
            s:= UserPathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            if not FileExists(s) then
                s:= Pathz[Soundz[snd].Path] + '/' + voicepack^.name + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            voicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
            if voicepack^.chunks[snd] = nil then
                WriteLnToConsole(msgFailed)
            else
                WriteLnToConsole(msgOK)
            end;
        LoopSound:= Mix_PlayChannelTimed(-1, voicepack^.chunks[snd], -1, -1)
        end
    else
        begin
        if (defVoicepack^.chunks[snd] = nil) and (Soundz[snd].Path <> ptVoices) and (Soundz[snd].FileName <> '') then
            begin
            s:= UserPathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
            if not FileExists(s) then
                s:= Pathz[Soundz[snd].Path] + '/' + Soundz[snd].FileName;
            WriteToConsole(msgLoading + s + ' ');
            defVoicepack^.chunks[snd]:= Mix_LoadWAV_RW(SDL_RWFromFile(Str2PChar(s), 'rb'), 1);
            SDLTry(defVoicepack^.chunks[snd] <> nil, true);
            WriteLnToConsole(msgOK);
            end;
        if fadems > 0 then
            LoopSound:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
        else
            LoopSound:= Mix_PlayChannelTimed(-1, defVoicepack^.chunks[snd], -1, -1);
        end;
end;

procedure StopSound(snd: TSound);
begin
    if not isSoundEnabled then
        exit;

    if (lastChan[snd] <> -1) and (Mix_Playing(lastChan[snd]) <> 0) then
        begin
        Mix_HaltChannel(lastChan[snd]);
        lastChan[snd]:= -1;
        end;
end;

procedure StopSound(chn: LongInt);
begin
    if not isSoundEnabled then
        exit;

    if (chn <> -1) and (Mix_Playing(chn) <> 0) then
        Mix_HaltChannel(chn);
end;

procedure StopSound(chn, fadems: LongInt);
begin
    if not isSoundEnabled then
        exit;

    if (chn <> -1) and (Mix_Playing(chn) <> 0) then
        Mix_FadeOutChannel(chn, fadems);
end;

procedure PlayMusic;
var s: shortstring;
begin
    if (not isSoundEnabled) or (MusicFN = '') or (not isMusicEnabled) then
        exit;

    s:= UserPathPrefix + '/Data/Music/' + MusicFN;
    if not FileExists(s) then
        s:= PathPrefix + '/Music/' + MusicFN;
    WriteToConsole(msgLoading + s + ' ');

    Mus:= Mix_LoadMUS(Str2PChar(s));
    SDLTry(Mus <> nil, false);
    WriteLnToConsole(msgOK);

    SDLTry(Mix_FadeInMusic(Mus, -1, 3000) <> -1, false)
end;

function ChangeVolume(voldelta: LongInt): LongInt;
begin
    if not isSoundEnabled then
        exit(0);

    inc(Volume, voldelta);
    if Volume < 0 then
        Volume:= 0;
    Mix_Volume(-1, Volume);
    Volume:= Mix_Volume(-1, -1);
    if isMusicEnabled then
        Mix_VolumeMusic(Volume * 4 div 8);
    ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME
end;

procedure PauseMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    if Mus <> nil then
        Mix_PauseMusic(Mus);
end;

procedure ResumeMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    if Mus <> nil then
        Mix_ResumeMusic(Mus);
end;

procedure ChangeMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    StopMusic;
    PlayMusic;
end;

procedure StopMusic;
begin
    if (MusicFN = '') or (not isMusicEnabled) then
        exit;

    if Mus <> nil then
        begin
        Mix_FreeMusic(Mus);
        Mus:= nil;
        end
end;

procedure chVoicepack(var s: shortstring);
begin
    if CurrentTeam = nil then
        OutError(errmsgIncorrectUse + ' "/voicepack"', true);
    if s[1]='"' then Delete(s, 1, 1);
    if s[byte(s[0])]='"' then
        Delete(s, byte(s[0]), 1);
    CurrentTeam^.voicepack:= AskForVoicepack(s)
end;

procedure initModule;
begin
    RegisterVariable('voicepack', vtCommand, @chVoicepack, false);
    MusicFN:='';
end;

procedure freeModule;
begin
    if isSoundEnabled then
        ReleaseSound(true);
end;

end.