The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Audio.h

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#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 <EFBFBD> 2023 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 Play(const std::string_view sound);
[[nodiscard]]
static const size_t LoadAndPlay(const std::string_view sound,const bool loop=true);
//Play 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.
private:
struct BGMPlayParams{
std::string sound;
bool loop;
};
class EventData{
public:
void AddEventInfo(const Event&eventName,const VolumeList&volumes);
const VolumeList&GetVolumes(const Event&event)const;
private:
std::map<Event,VolumeList>eventInfo;
};
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 ChannelID&id)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;
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 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;
};
std::string operator""_SFX(const char*key,size_t length);