scummvm/engines/access/sound.cpp

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/algorithm.h"
#include "audio/audiostream.h"
#include "access/access.h"
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#include "access/sound.h"
namespace Access {
SoundManager::SoundManager(AccessEngine *vm, Audio::Mixer *mixer) :
_vm(vm), _mixer(mixer) {
Common::fill(&_soundPriority[0], &_soundPriority[MAX_SOUNDS], 0);
for (int i = 0; i < MAX_SOUNDS; ++i)
_soundTable[i]._data = nullptr;
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_music = nullptr;
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_midiSize = 0;
_musicRepeat = false;
_soundFrame = 0;
_soundFlag = false;
}
SoundManager::~SoundManager() {
for (int i = 0; i < MAX_SOUNDS; ++i)
delete _soundTable[i]._data;
}
void SoundManager::queueSound(int idx, int fileNum, int subfile) {
/*
_soundTable[idx]._data = _vm->_files->loadFile(fileNum, subfile);
_soundTable[idx]._size = _vm->_files->_filesize;
*/
}
byte *SoundManager::loadSound(int fileNum, int subfile) {
return _vm->_files->loadFile(fileNum, subfile);
}
void SoundManager::playSound(int soundIndex) {
int idx = _soundPriority[soundIndex - 1] - 1;
playSound(_soundTable[idx]._data, _soundTable[idx]._size);
}
void SoundManager::playSound(byte *data, uint32 size) {
/*
Audio::QueuingAudioStream *audioStream = Audio::makeQueuingAudioStream(22050, false);
audioStream->queueBuffer(data, size, DisposeAfterUse::YES, 0);
_mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, audioStream, -1,
Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::YES, false);
*/
}
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void SoundManager::loadSounds(Common::Array<RoomInfo::SoundIdent> &sounds) {
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// TODO
}
void SoundManager::midiPlay() {
// TODO
}
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void SoundManager::midiRepeat() {
// TODO
}
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void SoundManager::stopSong() {
// TODO
}
void SoundManager::freeSounds() {
// TODO
}
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void SoundManager::freeMusic() {
delete[] _music;
_music = nullptr;
}
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} // End of namespace Access