mirror of
https://github.com/Nimac0/SDL_Minigame
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99 lines
3.0 KiB
C++
99 lines
3.0 KiB
C++
#pragma once
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#include <SDL3_mixer/SDL_mixer.h>
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#include <map>
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#include <vector>
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#include "ECS.h"
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#include "TextureManager.h"
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#include "BackgroundMusic.h"
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#include "SoundEffects.h"
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class GameInternal;
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/*!
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*
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* \brief Handles music and sound.
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* \details SoundManager handles loading in music and sound effects from files, playing music and sound effects and toggling the audio volume.
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*
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*/
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class SoundManager
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{
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public:
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SoundManager() {
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if (this_instance == nullptr) {
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this_instance = this;
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}
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else {
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throw std::runtime_error("SoundManager instance already exists!");
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}
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}
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~SoundManager() {
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for (auto& it : this->sound_cache) {
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Mix_FreeChunk(it.second);
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}
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for (auto& it : this->music_cache) {
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Mix_FreeMusic(it.second);
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}
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}
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SoundManager(SoundManager const&) = delete;
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void operator=(SoundManager const&) = delete;
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/*
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* \brief Loads music from a file (mp3)
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* \returns a pointer to Mix_Music
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* \sa AssetManager::AddMusic(std::string id, const char* path)
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Mix_Music* loadMusic(const char* fileName);
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/*!
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* \brief Loads sound effects from a file (wav)
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* \returns a pointer to Mix_Chunk
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* \sa AssetManager::AddSound(std::string id, const char* path)
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Mix_Chunk* loadSound(const char* fileName);
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*/
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/*!
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* \brief Handles playing of sound effects
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*
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* Handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play
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* and on which channel the soundeffect should play.
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*/
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static void playSound(SoundEffects sound, bool canOverlap, int loops, int volume, int channel);
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/*!
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* \brief Handles playing of music
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*
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* Handles how often track can loop, as well as the volume at which the specified track should play and if it fades in.
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*/
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static void playMusic(BackgroundMusic sound, int loops, int volume, int ms);
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static void setSoundVolume(int volume, int channel); //!< Volume handling for sound effects (either all or on a specific channel)
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static void setMusicVolume(int volume); //!< Volume handling for music track
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static void pauseSound(int channel); //!< Handles pausing sound effects (either all or on a specific channel)
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static void pauseMusic(); //!< Handles pausing music track
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static void restartSound(int channel); //!< Handles resuming sound effects (either all or on a specific channel)
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static void restartMusic(); //!< Handles resuming music track
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static void fadeOutMusic(int ms); //!< Handles fading out a music track
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static void addSingleSoundEffect(SoundEffects soundEffect, const char* path);
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static void addSoundEffects(const std::map<SoundEffects, const char*> &effects);
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static void addSingleBackgroundMusic(BackgroundMusic backgroundMusic, const char* path);
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static void addBackgroundMusic(const std::map<BackgroundMusic, const char*> &backgroundMusic);
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static SoundManager* getInstance() {
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return this_instance;
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}
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private:
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std::map<BackgroundMusic, Mix_Music*> music_cache;
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std::map<SoundEffects, Mix_Chunk*> sound_cache;
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static SoundManager* this_instance;
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}; |