1 // $Id: sound_manager.cpp 2334 2005-04-04 16:26:14Z grumbel $
3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2004 Matthias Braun <matze@braunis.de
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 #include "audio/sound_manager.h"
29 #include "audio/musicref.h"
30 #include "moving_object.h"
31 #include "resources.h"
33 SoundManager::SoundManager()
34 : current_music(0), m_music_enabled(true) , m_sound_enabled(true),
39 SoundManager::~SoundManager()
41 for(Sounds::iterator i = sounds.begin(); i != sounds.end(); ++i) {
42 Mix_FreeChunk(i->second);
48 SoundManager::play_sound(const std::string& name,int loops)
50 if(!audio_device || !m_sound_enabled)
53 Mix_Chunk* chunk = preload_sound(name);
55 std::cerr << "Sound '" << name << "' not found.\n";
58 return Mix_PlayChannel(-1, chunk, loops);
63 SoundManager::play_sound(const std::string& sound, const MovingObject* object,
66 // TODO keep track of the object later and move the sound along with the
68 play_sound(sound, object->get_pos(), pos);
72 SoundManager::play_sound(const std::string& sound, const Vector& pos,
75 if(!audio_device || !m_sound_enabled)
78 Mix_Chunk* chunk = preload_sound(sound);
80 std::cerr << "Sound '" << sound << "' not found.\n";
84 // TODO make sure this formula is good
87 int loud = int(255.0/float(1600) * fabsf(distance));
91 int chan = Mix_PlayChannel(-1, chunk, 0);
94 Mix_SetDistance(chan, loud);
96 // very bad way to do this...
98 Mix_SetPanning(chan, 230, 24);
99 else if(distance < -100)
100 Mix_SetPanning(chan, 24, 230);
104 SoundManager::load_music(const std::string& file)
109 if(!exists_music(file)) {
110 std::stringstream msg;
111 msg << "Couldn't load musicfile '" << file << "': " << SDL_GetError();
112 throw std::runtime_error(msg.str());
115 std::map<std::string, MusicResource>::iterator i = musics.find(file);
116 assert(i != musics.end());
117 return MusicRef(& (i->second));
121 SoundManager::exists_music(const std::string& file)
126 // song already loaded?
127 std::map<std::string, MusicResource>::iterator i = musics.find(file);
128 if(i != musics.end()) {
132 Mix_Music* song = Mix_LoadMUS(file.c_str());
136 // insert into music list
137 std::pair<std::map<std::string, MusicResource>::iterator, bool> result =
139 std::make_pair<std::string, MusicResource> (file, MusicResource()));
140 MusicResource& resource = result.first->second;
141 resource.manager = this;
142 resource.music = song;
148 SoundManager::free_music(MusicResource* )
150 // TODO free music, currently we can't do this since SDL_mixer seems to have
151 // some bugs if you load/free alot of mod files.
155 SoundManager::play_music(const MusicRef& musicref, int loops)
160 if(musicref.music == 0 || current_music == musicref.music)
164 current_music->refcount--;
166 current_music = musicref.music;
167 current_music->refcount++;
170 Mix_PlayMusic(current_music->music, loops);
174 SoundManager::halt_music()
182 current_music->refcount--;
183 if(current_music->refcount == 0)
184 free_music(current_music);
190 SoundManager::enable_music(bool enable)
195 if(enable == m_music_enabled)
198 m_music_enabled = enable;
199 if(m_music_enabled == false) {
203 Mix_PlayMusic(current_music->music, -1);
208 SoundManager::enable_sound(bool enable)
213 m_sound_enabled = enable;
216 SoundManager::MusicResource::~MusicResource()
218 // don't free music buggy SDL_Mixer crashs for some mod files
219 // Mix_FreeMusic(music);
222 Mix_Chunk* SoundManager::preload_sound(const std::string& name)
227 Sounds::iterator i = sounds.find(name);
228 if(i != sounds.end()) {
232 std::string filename = "sounds/";
235 filename = get_resource_filename(filename);
237 Mix_Chunk* chunk = Mix_LoadWAV(filename.c_str());
239 sounds.insert(std::make_pair(name, chunk));