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) {
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_music = nullptr;
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_tempMusic = nullptr;
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_musicRepeat = false;
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_playingSound = false;
_isVoice = false;
}
SoundManager::~SoundManager() {
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clearSounds();
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delete _music;
delete _tempMusic;
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}
void SoundManager::clearSounds() {
for (uint i = 0; i < _soundTable.size(); ++i)
delete _soundTable[i];
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_soundTable.clear();
_soundPriority.clear();
}
void SoundManager::queueSound(int idx, int fileNum, int subfile) {
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delete _soundTable[idx];
_soundTable[idx] = _vm->_files->loadFile(fileNum, subfile);
}
Resource *SoundManager::loadSound(int fileNum, int subfile) {
return _vm->_files->loadFile(fileNum, subfile);
}
void SoundManager::playSound(int soundIndex) {
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int priority = _soundPriority[soundIndex];
playSound(_soundTable[soundIndex], priority);
}
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void SoundManager::playSound(Resource *res, int priority) {
/*
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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clearSounds();
for (uint i = 0; i < sounds.size(); ++i) {
_soundTable.push_back(loadSound(sounds[i]._fileNum, sounds[i]._subfile));
_soundPriority.push_back(sounds[i]._priority);
}
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}
void SoundManager::midiPlay() {
// TODO
}
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void SoundManager::midiRepeat() {
// TODO
}
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void SoundManager::stopSong() {
// TODO
}
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void SoundManager::stopSound() {
// TODO: REALSTOPSND or BLASTSTOPSND or STOP_SOUNDG
}
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void SoundManager::freeSounds() {
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stopSound();
clearSounds();
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}
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void SoundManager::newMusic(int musicId, int mode) {
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if (mode == 1) {
stopSong();
freeMusic();
_music = _tempMusic;
_tempMusic = nullptr;
_musicRepeat = true;
if (_music)
midiPlay();
} else {
_musicRepeat = (mode == 2);
_tempMusic = _music;
stopSong();
_music = loadSound(97, musicId);
}
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}
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void SoundManager::freeMusic() {
delete _music;
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_music = nullptr;
}
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} // End of namespace Access