Kelsidavis-WoWee/src/audio/music_manager.cpp

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#include "audio/music_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <filesystem>
#include <fstream>
namespace wowee {
namespace audio {
MusicManager::MusicManager() = default;
MusicManager::~MusicManager() {
shutdown();
}
bool MusicManager::initialize(pipeline::AssetManager* assets) {
assetManager = assets;
LOG_INFO("Music manager initialized");
return true;
}
void MusicManager::shutdown() {
AudioEngine::instance().stopMusic();
playing = false;
currentTrack.clear();
musicDataCache_.clear();
}
void MusicManager::preloadMusic(const std::string& mpqPath) {
if (!assetManager || mpqPath.empty()) return;
if (musicDataCache_.find(mpqPath) != musicDataCache_.end()) return;
auto data = assetManager->readFile(mpqPath);
if (!data.empty()) {
musicDataCache_[mpqPath] = std::move(data);
}
}
void MusicManager::playMusic(const std::string& mpqPath, bool loop) {
if (!assetManager) return;
if (mpqPath == currentTrack && playing) return;
// Check if AudioEngine is ready
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("Music: AudioEngine not initialized");
return;
}
// Read music file from cache or MPQ
auto cacheIt = musicDataCache_.find(mpqPath);
if (cacheIt == musicDataCache_.end()) {
preloadMusic(mpqPath);
cacheIt = musicDataCache_.find(mpqPath);
}
if (cacheIt == musicDataCache_.end() || cacheIt->second.empty()) {
LOG_WARNING("Music: Could not read: ", mpqPath);
return;
}
// Stop current playback
AudioEngine::instance().stopMusic();
// Play with AudioEngine (non-blocking, streams from memory)
float volume = volumePercent / 100.0f;
if (AudioEngine::instance().playMusic(cacheIt->second, volume, loop)) {
playing = true;
currentTrack = mpqPath;
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currentTrackIsFile = false;
LOG_INFO("Music: Playing ", mpqPath);
} else {
LOG_ERROR("Music: Failed to play music via AudioEngine");
}
}
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void MusicManager::playFilePath(const std::string& filePath, bool loop) {
if (filePath.empty()) return;
if (filePath == currentTrack && playing) return;
if (!std::filesystem::exists(filePath)) {
LOG_WARNING("Music: file not found: ", filePath);
return;
}
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// Check if AudioEngine is ready
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("Music: AudioEngine not initialized");
return;
}
// Read file into memory
std::ifstream file(filePath, std::ios::binary | std::ios::ate);
if (!file) {
LOG_ERROR("Music: Could not open file: ", filePath);
return;
}
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
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std::vector<uint8_t> data(static_cast<size_t>(size));
if (!file.read(reinterpret_cast<char*>(data.data()), size)) {
LOG_ERROR("Music: Could not read file: ", filePath);
return;
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}
// Stop current playback
AudioEngine::instance().stopMusic();
// Play with AudioEngine
float volume = volumePercent / 100.0f;
if (AudioEngine::instance().playMusic(data, volume, loop)) {
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playing = true;
currentTrack = filePath;
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currentTrackIsFile = true;
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LOG_INFO("Music: Playing file ", filePath);
} else {
LOG_ERROR("Music: Failed to play music via AudioEngine");
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}
}
void MusicManager::stopMusic(float fadeMs) {
(void)fadeMs; // Fade not implemented yet
AudioEngine::instance().stopMusic();
playing = false;
currentTrack.clear();
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currentTrackIsFile = false;
}
void MusicManager::setVolume(int volume) {
if (volume < 0) volume = 0;
if (volume > 100) volume = 100;
if (volumePercent == volume) return;
volumePercent = volume;
// Update AudioEngine music volume directly (no restart needed!)
float vol = volumePercent / 100.0f;
if (underwaterMode) {
vol *= 0.3f; // 30% volume underwater
}
AudioEngine::instance().setMusicVolume(vol);
}
void MusicManager::setUnderwaterMode(bool underwater) {
if (underwaterMode == underwater) return;
underwaterMode = underwater;
// Apply volume change immediately
float vol = volumePercent / 100.0f;
if (underwaterMode) {
vol *= 0.3f; // Fade to 30% underwater
}
AudioEngine::instance().setMusicVolume(vol);
}
void MusicManager::crossfadeTo(const std::string& mpqPath, float fadeMs) {
if (mpqPath == currentTrack && playing) return;
// Simple implementation: stop and start (no actual crossfade yet)
if (fadeMs > 0 && playing) {
crossfading = true;
pendingTrack = mpqPath;
fadeTimer = 0.0f;
fadeDuration = fadeMs / 1000.0f;
AudioEngine::instance().stopMusic();
} else {
playMusic(mpqPath);
}
}
void MusicManager::update(float deltaTime) {
// Check if music is still playing
if (playing && !AudioEngine::instance().isMusicPlaying()) {
playing = false;
}
// Handle crossfade
if (crossfading) {
fadeTimer += deltaTime;
if (fadeTimer >= fadeDuration * 0.3f) {
// Start new track after brief pause
crossfading = false;
playMusic(pendingTrack);
pendingTrack.clear();
}
}
}
} // namespace audio
} // namespace wowee