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OpenMW/apps/openmw/mwsound/soundmanagerimp.hpp
fteppe 125b21de20 Initial commit: In ESM structures, replace the string members that are RefIds to other records, to a new strong type
The strong type is actually just a string underneath, but this will help in the future to have a distinction so it's easier to search and replace when we use an integer ID

Slowly going through all the changes to make, still hundreds of errors

a lot of functions/structures use std::string or stringview to designate an ID. So it takes time

Continues slowly replacing ids. There are technically more and more compilation errors

I have good hope that there is a point where the amount of errors will dramatically go down as all the main functions use the ESM::RefId type

Continue moving forward, changes to the stores

slowly moving along

Starting to see the fruit of those changes.

still many many error, but more and more Irun into a situation where a function is sandwiched between two functions that use the RefId type.

More replacements. Things are starting to get easier

I can see more and more often the issue is that the function is awaiting a RefId, but is given a string
there is less need to go down functions and to fix a long list of them.

Still moving forward, and for the first time error count is going down!

Good pace, not sure about topics though, mId and mName are actually the same thing and are used interchangeably

Cells are back to using string for the name, haven't fixed everything yet. Many other changes

Under the bar of 400 compilation errors.

more good progress <100 compile errors!

More progress

Game settings store can use string for find, it was a bit absurd how every use of it required to create refId from string

some more progress on other fronts

Mostly game settings clean

one error opened a lot of other errors. Down to 18, but more will prbably appear

only link errors left??

Fixed link errors

OpenMW compiles, and launches, with some issues, but still!
2022-12-27 19:15:54 +01:00

274 lines
9.4 KiB
C++

#ifndef GAME_SOUND_SOUNDMANAGER_H
#define GAME_SOUND_SOUNDMANAGER_H
#include <map>
#include <memory>
#include <string>
#include <unordered_map>
#include <utility>
#include <components/fallback/fallback.hpp>
#include <components/misc/objectpool.hpp>
#include <components/settings/settings.hpp>
#include "../mwbase/soundmanager.hpp"
#include "regionsoundselector.hpp"
#include "sound_buffer.hpp"
#include "type.hpp"
#include "volumesettings.hpp"
#include "watersoundupdater.hpp"
namespace VFS
{
class Manager;
}
namespace ESM
{
struct Sound;
struct Cell;
}
namespace MWSound
{
class Sound_Output;
struct Sound_Decoder;
class SoundBase;
class Sound;
class Stream;
using SoundPtr = Misc::ObjectPtr<Sound>;
using StreamPtr = Misc::ObjectPtr<Stream>;
class SoundManager : public MWBase::SoundManager
{
const VFS::Manager* mVFS;
std::unique_ptr<Sound_Output> mOutput;
// Caches available music tracks by <playlist name, (sound files) >
std::unordered_map<std::string, std::vector<std::string>> mMusicFiles;
std::unordered_map<std::string, std::vector<int>> mMusicToPlay; // A list with music files not yet played
std::string mLastPlayedMusic; // The music file that was last played
VolumeSettings mVolumeSettings;
WaterSoundUpdater mWaterSoundUpdater;
SoundBufferPool mSoundBuffers;
Misc::ObjectPool<Sound> mSounds;
Misc::ObjectPool<Stream> mStreams;
typedef std::pair<SoundPtr, Sound_Buffer*> SoundBufferRefPair;
typedef std::vector<SoundBufferRefPair> SoundBufferRefPairList;
struct ActiveSound
{
const MWWorld::CellStore* mCell = nullptr;
SoundBufferRefPairList mList;
};
typedef std::map<const MWWorld::LiveCellRefBase*, ActiveSound> SoundMap;
SoundMap mActiveSounds;
struct SaySound
{
const MWWorld::CellStore* mCell;
StreamPtr mStream;
};
typedef std::map<const MWWorld::LiveCellRefBase*, SaySound> SaySoundMap;
SaySoundMap mSaySoundsQueue;
SaySoundMap mActiveSaySounds;
typedef std::vector<StreamPtr> TrackList;
TrackList mActiveTracks;
StreamPtr mMusic;
std::string mCurrentPlaylist;
bool mListenerUnderwater;
osg::Vec3f mListenerPos;
osg::Vec3f mListenerDir;
osg::Vec3f mListenerUp;
int mPausedSoundTypes[BlockerType::MaxCount] = {};
Sound* mUnderwaterSound;
Sound* mNearWaterSound;
std::string mNextMusic;
bool mPlaybackPaused;
RegionSoundSelector mRegionSoundSelector;
float mTimePassed;
const ESM::Cell* mLastCell;
Sound* mCurrentRegionSound;
Sound_Buffer* insertSound(const std::string& soundId, const ESM::Sound* sound);
// returns a decoder to start streaming, or nullptr if the sound was not found
DecoderPtr loadVoice(const std::string& voicefile);
SoundPtr getSoundRef();
StreamPtr getStreamRef();
StreamPtr playVoice(DecoderPtr decoder, const osg::Vec3f& pos, bool playlocal);
void streamMusicFull(const std::string& filename);
void advanceMusic(const std::string& filename);
void startRandomTitle();
void cull3DSound(SoundBase* sound);
void updateSounds(float duration);
void updateRegionSound(float duration);
void updateWaterSound();
void updateMusic(float duration);
float volumeFromType(Type type) const;
enum class WaterSoundAction
{
DoNothing,
SetVolume,
FinishSound,
PlaySound,
};
std::pair<WaterSoundAction, Sound_Buffer*> getWaterSoundAction(
const WaterSoundUpdate& update, const ESM::Cell* cell) const;
SoundManager(const SoundManager& rhs);
SoundManager& operator=(const SoundManager& rhs);
protected:
DecoderPtr getDecoder();
friend class OpenAL_Output;
void stopSound(Sound_Buffer* sfx, const MWWorld::ConstPtr& ptr);
///< Stop the given object from playing given sound buffer.
public:
SoundManager(const VFS::Manager* vfs, bool useSound);
~SoundManager() override;
void processChangedSettings(const Settings::CategorySettingVector& settings) override;
void stopMusic() override;
///< Stops music if it's playing
void streamMusic(const std::string& filename) override;
///< Play a soundifle
/// \param filename name of a sound file in "Music/" in the data directory.
bool isMusicPlaying() override;
///< Returns true if music is playing
void playPlaylist(const std::string& playlist) override;
///< Start playing music from the selected folder
/// \param name of the folder that contains the playlist
void playTitleMusic() override;
///< Start playing title music
void say(const MWWorld::ConstPtr& reference, const std::string& filename) override;
///< Make an actor say some text.
/// \param filename name of a sound file in "Sound/" in the data directory.
void say(const std::string& filename) override;
///< Say some text, without an actor ref
/// \param filename name of a sound file in "Sound/" in the data directory.
bool sayActive(const MWWorld::ConstPtr& reference = MWWorld::ConstPtr()) const override;
///< Is actor not speaking?
bool sayDone(const MWWorld::ConstPtr& reference = MWWorld::ConstPtr()) const override;
///< For scripting backward compatibility
void stopSay(const MWWorld::ConstPtr& reference = MWWorld::ConstPtr()) override;
///< Stop an actor speaking
float getSaySoundLoudness(const MWWorld::ConstPtr& reference) const override;
///< Check the currently playing say sound for this actor
/// and get an average loudness value (scale [0,1]) at the current time position.
/// If the actor is not saying anything, returns 0.
Stream* playTrack(const DecoderPtr& decoder, Type type) override;
///< Play a 2D audio track, using a custom decoder
void stopTrack(Stream* stream) override;
///< Stop the given audio track from playing
double getTrackTimeDelay(Stream* stream) override;
///< Retives the time delay, in seconds, of the audio track (must be a sound
/// returned by \ref playTrack). Only intended to be called by the track
/// decoder's read method.
Sound* playSound(const ESM::RefId& soundId, float volume, float pitch, Type type = Type::Sfx,
PlayMode mode = PlayMode::Normal, float offset = 0) override;
///< Play a sound, independently of 3D-position
///< @param offset Number of seconds into the sound to start playback.
Sound* playSound3D(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId, float volume, float pitch,
Type type = Type::Sfx, PlayMode mode = PlayMode::Normal, float offset = 0) override;
///< Play a 3D sound attached to an MWWorld::Ptr. Will be updated automatically with the Ptr's position, unless
///< Play_NoTrack is specified.
///< @param offset Number of seconds into the sound to start playback.
Sound* playSound3D(const osg::Vec3f& initialPos, const ESM::RefId& soundId, float volume, float pitch, Type type,
PlayMode mode, float offset = 0) override;
///< Play a 3D sound at \a initialPos. If the sound should be moving, it must be updated using
///< Sound::setPosition.
///< @param offset Number of seconds into the sound to start playback.
void stopSound(Sound* sound) override;
///< Stop the given sound from playing
/// @note no-op if \a sound is null
void stopSound3D(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId) override;
///< Stop the given object from playing the given sound,
void stopSound3D(const MWWorld::ConstPtr& reference) override;
///< Stop the given object from playing all sounds.
void stopSound(const MWWorld::CellStore* cell) override;
///< Stop all sounds for the given cell.
void fadeOutSound3D(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId, float duration) override;
///< Fade out given sound (that is already playing) of given object
///< @param reference Reference to object, whose sound is faded out
///< @param soundId ID of the sound to fade out.
///< @param duration Time until volume reaches 0.
bool getSoundPlaying(const MWWorld::ConstPtr& reference, const ESM::RefId& soundId) const override;
///< Is the given sound currently playing on the given object?
void pauseSounds(MWSound::BlockerType blocker, int types = int(Type::Mask)) override;
///< Pauses all currently playing sounds, including music.
void resumeSounds(MWSound::BlockerType blocker) override;
///< Resumes all previously paused sounds.
void pausePlayback() override;
void resumePlayback() override;
void update(float duration);
void setListenerPosDir(
const osg::Vec3f& pos, const osg::Vec3f& dir, const osg::Vec3f& up, bool underwater) override;
void updatePtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated) override;
void clear() override;
};
}
#endif