hedgewars/uSound.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7404 38a23771ee45
child 7423 ec8f690f3e0f
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments

(*
 * 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;

procedure initModule;
procedure freeModule;

procedure InitSound;                            // Initiates sound-system if isSoundEnabled.
procedure ReleaseSound(complete: boolean);      // Releases sound-system and used resources.
procedure ResetSound;                           // Reset sound state to the previous state.
procedure SetSound(enabled: boolean);           // Enable/disable sound-system and backup status.

// MUSIC

// Obvious music commands for music track
procedure SetMusic(enabled: boolean);           // Enable/disable music.
procedure SetMusicName(musicname: shortstring); // Enable/disable music and set name of the file to play.
procedure PlayMusic;                            // Play music from the start.
procedure PauseMusic;                           // Pause music.
procedure ResumeMusic;                          // Resume music from pause point.
procedure ChangeMusic(musicname: shortstring);  // Replaces music track with musicname 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 PlaySoundV(snd: TSound; voicepack: PVoicepack);
procedure PlaySoundV(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  LoopSoundV(snd: TSound; voicepack: PVoicepack): LongInt; // WTF?
function  LoopSoundV(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 StopSoundChan(chn: LongInt);
procedure StopSoundChan(chn, fadems: LongInt);

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


// GLOBAL FUNCTIONS

// Drastically lower the volume when we lose focus (and restore the previous value).
procedure DampenAudio;
procedure UndampenAudio;

// Mute/Unmute audio
procedure MuteAudio;


// MISC

// Set the initial volume
procedure SetVolume(volume: LongInt);

// 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;
    cInitVolume: LongInt;
    previousVolume: LongInt; // cached volume value
    lastChan: array [TSound] of LongInt;
    voicepacks: array[0..cMaxTeams] of TVoicepack;
    defVoicepack: PVoicepack;
    Mus: PMixMusic = nil; // music pointer
    MusicFN: shortstring; // music file name
    isMusicEnabled: boolean;
    isSoundEnabled: boolean;
    isSEBackup: boolean;


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;
const channels: LongInt = {$IFDEF MOBILE}1{$ELSE}2{$ENDIF};
begin
    if not isSoundEnabled then
        exit;
    WriteToConsole('Init sound...');
    isSoundEnabled:= SDL_InitSubSystem(SDL_INIT_AUDIO) >= 0;

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

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

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

    Mix_AllocateChannels(Succ(chanTPU));
    ChangeVolume(cInitVolume);	
end;

procedure ResetSound;
begin
    isSoundEnabled:= isSEBackup;
end;

procedure SetSound(enabled: boolean);
begin
    isSEBackup:= isSoundEnabled;
    isSoundEnabled:= enabled;
end;

// when complete is false, this procedure just releases some of the chucks on inactive channels
// in this way music is not stopped, nor are chucks currently being played
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 PlaySound(snd: TSound);
begin
    PlaySoundV(snd, nil, false);
end;

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

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

procedure PlaySoundV(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), _P'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), _P'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;
        PlaySoundV(LastVoice.snd, LastVoice.voicepack)
        end
    else LastVoice.snd:= sndNone;
end;

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

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

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

function LoopSoundV(snd: TSound; voicepack: PVoicepack; fadems: LongInt): LongInt;
var s: shortstring;
begin
    if (not isSoundEnabled) or fastUntilLag then
        begin
        LoopSoundV:= -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), _P'rb'), 1);
            if voicepack^.chunks[snd] = nil then
                WriteLnToConsole(msgFailed)
            else
                WriteLnToConsole(msgOK)
            end;
        LoopSoundV:= 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), _P'rb'), 1);
            SDLTry(defVoicepack^.chunks[snd] <> nil, true);
            WriteLnToConsole(msgOK);
            end;
        if fadems > 0 then
            LoopSoundV:= Mix_FadeInChannelTimed(-1, defVoicepack^.chunks[snd], -1, fadems, -1)
        else
            LoopSoundV:= 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 StopSoundChan(chn: LongInt);
begin
    if not isSoundEnabled then
        exit;

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

procedure StopSoundChan(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;

procedure SetVolume(volume: LongInt);
begin
    cInitVolume:= volume;
end;

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

    inc(Volume, voldelta);
    if Volume < 0 then
        Volume:= 0;
    // apply Volume to all channels
    Mix_Volume(-1, Volume);
    // get assigned Volume
    Volume:= Mix_Volume(-1, -1);
    if isMusicEnabled then
        Mix_VolumeMusic(Volume * 4 div 8);
    ChangeVolume:= Volume * 100 div MIX_MAX_VOLUME;

    if (isMusicEnabled) then
        if (Volume = 0) then
            PauseMusic
            else
            ResumeMusic;

    isAudioMuted:= (Volume = 0);
end;

procedure DampenAudio;
begin
    if (isAudioMuted) then
        exit;
    previousVolume:= Volume;
    ChangeVolume(-Volume * 7 div 9);
end;

procedure UndampenAudio;
begin
     if (isAudioMuted) then
        exit;
    ChangeVolume(previousVolume - Volume);
end;

procedure MuteAudio;
begin
    if (not isSoundEnabled) then
    exit;

    if (isAudioMuted) then
    begin
        ResumeMusic;
        ChangeVolume(previousVolume);
    end
    else
    begin
        PauseMusic;
        previousVolume:= Volume;
        ChangeVolume(-Volume);
    end;

    // isAudioMuted is updated in ChangeVolume
end;

procedure SetMusic(enabled: boolean);
begin
    isMusicEnabled:= enabled;
    MusicFN:= '';
end;

procedure SetMusicName(musicname: shortstring);
begin
    isMusicEnabled:= not (musicname = '');    
    MusicFN:= musicname;
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(musicname: shortstring);
begin
    MusicFN:= musicname;
    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 chMute(var s: shortstring);
begin
    s:= s; // avoid compiler hint
    MuteAudio;
end;

procedure initModule;
var t: LongInt;
    i: TSound;
begin
    RegisterVariable('voicepack', @chVoicepack, false);
    RegisterVariable('mute'     , @chMute     , true );

    MusicFN:='';
    isMusicEnabled:= true;
    isSoundEnabled:= true;
    isAudioMuted:= false;
    isSEBackup:= isSoundEnabled;
    cInitVolume:= 100;
    Volume:= 0;
    defVoicepack:= AskForVoicepack('Default');

    for i:= Low(TSound) to High(TSound) do
        lastChan[i]:= -1;

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

    (* on MOBILE SDL_mixer has to be compiled against Tremor (USE_OGG_TREMOR)
       or sound files bigger than 32k will lockup the game*)
    for i:= Low(TSound) to High(TSound) do
        defVoicepack^.chunks[i]:= nil;

end;

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

end.