scummvm/engines/gob/sound/soundblaster.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 "gob/sound/soundblaster.h"
#include "gob/sound/sounddesc.h"
namespace Gob {
SoundBlaster::SoundBlaster(Audio::Mixer &mixer) : SoundMixer(mixer, Audio::Mixer::kSFXSoundType) {
_curSoundDesc = 0;
_compositionSamples = 0;
_compositionSampleCount = 0;
_compositionPos = -1;
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_compositionRepCount = 0;
}
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SoundBlaster::~SoundBlaster() {
}
void SoundBlaster::playSample(SoundDesc &sndDesc, int16 repCount,
int16 frequency, int16 fadeLength) {
SoundMixer::play(sndDesc, repCount, frequency, fadeLength);
}
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void SoundBlaster::stopSound(int16 fadeLength, SoundDesc *sndDesc) {
Common::StackLock slock(_mutex);
if (sndDesc && (sndDesc != _curSoundDesc))
return;
_compositionRepCount = 0;
if (fadeLength <= 0)
_curSoundDesc = 0;
SoundMixer::stop(fadeLength);
}
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void SoundBlaster::stopComposition() {
if (_compositionPos != -1) {
stopSound(0);
_compositionPos = -1;
}
}
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void SoundBlaster::endComposition() {
_compositionPos = -1;
_compositionRepCount = 0;
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}
void SoundBlaster::nextCompositionPos() {
int8 slot;
while ((++_compositionPos < 50) &&
((slot = _composition[_compositionPos]) != -1)) {
if ((slot >= 0) && (slot < _compositionSampleCount)) {
SoundDesc &sample = _compositionSamples[slot];
if (!sample.empty() && (sample.getType() == SOUND_SND)) {
setSample(sample, 1, 0, 0);
return;
}
}
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if (_compositionPos == 49)
_compositionPos = -1;
}
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_compositionPos = -1;
}
void SoundBlaster::playComposition(const int16 *composition, int16 freqVal,
SoundDesc *sndDescs, int8 sndCount) {
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_compositionSamples = sndDescs;
_compositionSampleCount = sndCount;
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int i = -1;
do {
i++;
_composition[i] = composition[i];
} while ((i < 50) && (composition[i] != -1));
_compositionPos = -1;
nextCompositionPos();
}
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void SoundBlaster::repeatComposition(int32 repCount) {
_compositionRepCount = repCount;
}
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void SoundBlaster::setSample(SoundDesc &sndDesc, int16 repCount, int16 frequency,
int16 fadeLength) {
_curSoundDesc = &sndDesc;
SoundMixer::setSample(sndDesc, repCount, frequency, fadeLength);
}
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void SoundBlaster::checkEndSample() {
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if (_compositionPos != -1) {
nextCompositionPos();
return;
}
if (_compositionRepCount != 0) {
if (_compositionRepCount > 0)
_compositionRepCount--;
nextCompositionPos();
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if (_compositionPos != -1)
return;
}
SoundMixer::checkEndSample();
}
void SoundBlaster::endFade() {
if (_fadeVolStep > 0) {
_compositionPos = -1;
_curSoundDesc = 0;
}
SoundMixer::endFade();
}
} // End of namespace Gob