/* Copyright (C) 2003 - 2018 by David White Part of the Battle for Wesnoth Project https://www.wesnoth.org/ 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; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. See the COPYING file for more details. */ #pragma once #include "events.hpp" #include "sound_music_track.hpp" #include #include class config; namespace sound { enum channel_group { NULL_CHANNEL = -1, SOUND_SOURCES = 0, SOUND_BELL, SOUND_TIMER, SOUND_UI, SOUND_FX }; bool init_sound(); void close_sound(); void reset_sound(); void stop_music(); void stop_sound(); void stop_UI_sound(); void stop_bell(); // Read config entry, alter track list accordingly. void play_music_config(const config &music_node, bool allow_interrupt_current_track = false, int i = -1); // Act on any track list changes from above. void commit_music_changes(); // Play this particular music file over and over and over. void play_music_repeatedly(const std::string& id); // Play this particular music file once, then silence. void play_music_once(const std::string& id); // Empty the playlist void empty_playlist(); // Start playing current music. void play_music(); // Change parameters of a playing sound, given its id void reposition_sound(int id, unsigned int distance); #define DISTANCE_SILENT 255 // Check if there's a sound associated with given id playing bool is_sound_playing(int id); // Stop sound associated with a given id void stop_sound(int id); // Play sound, or random one of comma-separated sounds. void play_sound(const std::string& files, channel_group group = SOUND_FX, unsigned int repeats = 0); // Play sound, or random one of comma-separated sounds. Use specified // distance and associate it with specified id (of a sound source). void play_sound_positioned(const std::string &files, int id, int repeats, unsigned int distance); // Play sound, or random one of comma-separated sounds in bell channel void play_bell(const std::string& files); // Play sound, or random one of comma-separated sounds in timer channel void play_timer(const std::string& files, int loop_ticks, int fadein_ticks); // Play user-interface sound, or random one of comma-separated sounds. void play_UI_sound(const std::string& files); // A class to periodically check for new music that needs to be played class music_thinker : public events::pump_monitor { void process(events::pump_info &info); }; // A class to mute music when the game is in background class music_muter : public events::sdl_handler { public: music_muter(); void handle_event(const SDL_Event&) override {} void handle_window_event(const SDL_Event& event) override; }; // Save music playlist for snapshot void write_music_play_list(config& snapshot); int get_music_volume(); int get_sound_volume(); void set_music_volume(int vol); void set_sound_volume(int vol); void set_bell_volume(int vol); void set_UI_volume(int vol); boost::optional get_current_track_index(); std::shared_ptr get_current_track(); std::shared_ptr get_previous_music_track(); void set_previous_track(std::shared_ptr); unsigned int get_num_tracks(); void remove_track(unsigned int i); void play_track(unsigned int i); void flush_cache(); }