# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . com >
Redistribution and use in source and binary forms , with or without modification ,
are permitted provided that the following conditions are met :
1. Redistributions or derivations of source code must retain the above copyright
notice , this list of conditions and the following disclaimer .
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice . This list of conditions and the following disclaimer must be
reproduced in the documentation and / or other materials provided with the distribution .
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission .
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS " AS IS " AND ANY
EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED . IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT , INDIRECT ,
INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT NOT LIMITED
TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE , DATA , OR PROFITS ; OR
BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY , WHETHER IN
CONTRACT , STRICT LIABILITY , OR TORT ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE .
Portions of this software are copyright © 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# pragma once
# include "olcPGEX_MiniAudio.h"
# include "config.h"
# include <set>
# include "safemap.h"
using SongName = std : : string ;
using Event = std : : string ;
using ChannelName = std : : string ;
using ChannelID = int ;
using ChannelIDList = std : : vector < ChannelID > ;
using Volume = float ;
using VolumeList = std : : vector < Volume > ;
class Audio {
friend class AiL ;
public :
static Audio & Self ( ) ;
static MiniAudio & Engine ( ) ;
static void Initialize ( ) ;
static void Update ( ) ;
static void UpdateLoop ( ) ;
static void Play ( const std : : string_view sound ) ;
[ [ nodiscard ] ]
static const size_t LoadAndPlaySFX ( const std : : string_view sound , const bool loop = true ) ;
//Prepares a BGM for loading. This means we call UpdateLoop() repeatedly until the loading of the music is complete. Names are found in bgm.txt configuration file.
static void PrepareBGM ( const std : : string_view sound , const bool loop = true ) ;
//Play immediately a BGM given a name found in bgm.txt configuration file.
static void PlayBGM ( const std : : string_view sound , const bool loop = true ) ;
static void StopBGM ( ) ;
static const Event & GetAudioEvent ( ) ;
static const SongName & GetTrackName ( ) ;
static void SetAudioEvent ( const Event & eventName ) ;
static const bool BGMIsPlaying ( ) ;
static const bool BGMFullyLoaded ( ) ; //Fully loaded means when the audio buffer has finished filling up, which means sound is now playing.
static void SetBGMPitch ( float pitch ) ;
static void SetBGMVolume ( float vol ) ;
static void UpdateBGMVolume ( ) ;
static void SetSFXVolume ( float vol ) ;
static float & GetBGMVolume ( ) ;
static float & GetSFXVolume ( ) ;
static float GetMuteMult ( ) ;
//This will get a prepared BGM loop iteration count which is useful for loading stages.
static int GetPrepareBGMLoopIterations ( std : : string_view sound ) ;
static float GetCalculatedBGMVolume ( const float channelVol ) ;
static float GetCalculatedSFXVolume ( const float vol ) ;
private :
bool trackLoadStarted = false ;
bool trackLoadComplete = false ;
bool channelPlayingStarted = false ;
bool channelPlayingComplete = false ;
int currentLoopIndex = 0 ;
//Set to false by PrepareBGM(). If PlayBGM() is called instead, it will set the state of this variable to true, such that the loading is performed in Audio::Update()!
bool immediatelyLoadAudio = false ;
struct BGMPlayParams {
std : : string sound ;
bool loop = false ;
} ;
class EventData {
public :
void AddEventInfo ( const Event & eventName , const VolumeList & volumes ) ;
const VolumeList & GetVolumes ( const Event & event ) const ;
private :
std : : map < Event , VolumeList > eventInfo ;
} ;
static float bgmVol ;
static float sfxVol ;
class BGM {
public :
void Load ( ) ;
const size_t GetChannelCount ( ) const ;
const std : : vector < ChannelName > & GetChannels ( ) const ;
const SongName & GetName ( ) const ;
const Volume & GetVolume ( const Event & eventName , const int & index ) const ;
void SetName ( std : : string_view name ) ;
void SetFileName ( std : : string_view name ) ;
void AddChannel ( const ChannelName & name ) ;
void AddEventVolumes ( const Event & eventName , const VolumeList & volumes ) ;
void SetFadeTime ( const float fadeTime ) ;
const ChannelID & GetChannelID ( const int index ) ;
const ChannelIDList & GetChannelIDs ( ) const ;
const float & GetFadeTime ( ) const ;
const float & GetLoopStartTime ( ) const ;
void SetLoopStartTime ( const float loopStartTime ) ;
private :
std : : string songName ; //Name of the track.
std : : string songFileName ; //Name of the key in bgm.
ChannelIDList channels ;
std : : vector < ChannelName > channelNames ;
EventData eventVolumes ;
float loopStartTime { 0.f } ;
float fadeTime = " BGM.Default Fade Time " _F ;
void Unload ( ) ;
} ;
private :
MiniAudio audioEngine ;
SongName currentBGM = " " ;
safemap < SongName , BGM > bgm ;
std : : set < Event > events ;
static float defaultFadeTime ;
Event currentAudioEvent = " Default Volume " ;
std : : vector < float > prevVolumes ;
std : : vector < float > targetVolumes ;
float fadeToTargetVolumeTime = 0.f ;
bool fullyLoaded = true ;
float playBGMWaitTime = 0.0f ;
BGMPlayParams playParams ;
static bool muted ;
float lastTimestamp { 0.f } ;
} ;
std : : string operator " " _SFX ( const char * key , size_t length ) ;