scummvm/engines/myst3/sound.h

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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
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* 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 3 of the License, or
* (at your option) any later version.
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*
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* 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.
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*
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* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
*/
#ifndef SOUND_H_
#define SOUND_H_
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#include "audio/audiostream.h"
#include "audio/mixer.h"
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#include "common/str.h"
namespace Myst3 {
class Myst3Engine;
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enum SoundType {
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kAny,
kAmbient,
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kCue,
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kEffect,
kMusic
};
enum SoundNextCommand {
kRandom,
kNext,
kRandomIfOtherStarting,
kNextIfOtherStarting
};
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class SoundChannel {
public:
SoundChannel(Myst3Engine *vm);
virtual ~SoundChannel();
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void play(uint32 id, uint32 volume, uint16 heading, uint16 attenuation, bool loop, SoundType type);
void setVolume3D(uint32 volume, uint16 heading, uint16 attenuation);
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void fade(uint32 targetVolume, int32 targetHeading, int32 targetAttenuation, uint32 fadeDelay);
void fadeOut(uint32 fadeDelay);
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void update();
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void stop();
void age(uint32 maxAge);
uint32 playedFrames();
uint32 adjustVolume(uint32 volume);
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uint32 _id;
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bool _playing;
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bool _stopWhenSilent;
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bool _fading;
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SoundType _type;
uint32 _age;
uint32 _ambientFadeOutDelay;
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uint _fadeLastTick;
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int32 _fadeDuration; // In frames (@30 fps)
int32 _fadePosition;
int32 _fadeSourceVolume;
int32 _fadeTargetVolume;
int32 _fadeSourceHeading;
int32 _fadeTargetHeading;
int32 _fadeSourceAttenuation;
int32 _fadeTargetAttenuation;
bool _hasFadeArray;
uint32 _fadeArrayPosition;
uint32 _fadeDurations[4];
uint32 _fadeVolumes[4];
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private:
Myst3Engine *_vm;
Common::String _name;
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uint32 _volume;
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int32 _heading;
uint32 _headingAngle;
Audio::AudioStream *_stream;
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Audio::SoundHandle _handle;
Audio::Timestamp _length;
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Audio::RewindableAudioStream *makeAudioStream(const Common::String &name) const;
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void updateFading();
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Audio::Mixer::SoundType mixerSoundType();
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};
class Sound {
public:
Sound(Myst3Engine *vm);
virtual ~Sound();
SoundChannel *getChannelForSound(uint32 id, SoundType type, bool *found = nullptr);
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void playEffect(uint32 id, uint32 volume, uint16 heading = 0, uint16 attenuation = 0);
void playEffectLooping(uint32 id, uint32 volume, uint16 heading = 0, uint16 attenuation = 0);
void playEffectFadeInOut(uint32 id, uint32 volume, uint16 heading, uint16 attenuation,
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uint32 fadeInDuration, uint32 playDuration, uint32 fadeOutDuration);
void stopEffect(uint32 id, uint32 fadeDuration);
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void playCue(uint32 id, uint32 volume, uint16 heading, uint16 attenuation);
void stopCue(uint32 fadeDelay);
void stopMusic(uint32 fadeDelay);
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bool isPlaying(uint32 id);
int32 playedFrames(uint32 id);
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void update();
void age();
void fadeOutOldSounds(uint32 fadeDelay);
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void computeVolumeBalance(int32 volume, int32 heading, uint attenuation, int32 *mixerVolume, int32 *balance);
void setupNextSound(SoundNextCommand command, int16 controlVar, int16 startSoundId, int16 soundCount,
int32 soundMinDelay, int32 soundMaxDelay, int32 controlSoundId = 0, int32 controlSoundMaxPosition = 0);
void resetSoundVars();
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private:
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static const uint kNumChannels = 14;
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Myst3Engine *_vm;
SoundChannel *_channels[kNumChannels];
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void compute3DVolumes(int32 heading, uint angle, int32 *left, int32 *right);
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};
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} // End of namespace Myst3
#endif // SOUND_H_