/* ResidualVM - A 3D game interpreter * * ResidualVM 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. * */ #ifndef GRIM_MSS_H #define GRIM_MSS_H #include "audio/mixer.h" #include "common/str.h" #include "common/stack.h" #include "common/mutex.h" #include "common/hashmap.h" #include "math/vector3d.h" namespace Grim { class SoundTrack; class SaveGame; struct MusicEntry { int _x; int _y; int _sync; int _trim; int _id; Common::String _type; Common::String _name; Common::String _filename; }; // Currently this class only implements the exact functions called in iMuse // from Actor, to allow for splitting that into EMI-sound and iMuse without // changing iMuse. class EMISound { public: EMISound(int fps); ~EMISound(); bool startVoice(const Common::String &soundName, int volume = static_cast(Audio::Mixer::kMaxChannelVolume), int pan = 64); bool startSfx(const Common::String &soundName, int volume = static_cast(Audio::Mixer::kMaxChannelVolume), int pan = 64); bool startSfxFrom(const Common::String &soundName, const Math::Vector3d &pos, int volume = static_cast(Audio::Mixer::kMaxChannelVolume)); bool getSoundStatus(const Common::String &soundName); void stopSound(const Common::String &soundName); int32 getPosIn16msTicks(const Common::String &soundName); void setVolume(const Common::String &soundName, int volume); void setPan(const Common::String &soundName, int pan); /* pan: 0 .. 127 */ bool loadSfx(const Common::String &soundName, int &id); void playLoadedSound(int id, bool looping); void playLoadedSoundFrom(int id, const Math::Vector3d &pos, bool looping); void setLoadedSoundLooping(int id, bool looping); void stopLoadedSound(int id); void freeLoadedSound(int id); void setLoadedSoundVolume(int id, int volume); void setLoadedSoundPan(int id, int pan); void setLoadedSoundPosition(int id, const Math::Vector3d &pos); bool getLoadedSoundStatus(int id); int getLoadedSoundVolume(int id); void setMusicState(int stateId); void selectMusicSet(int setId); bool stateHasLooped(int stateId); bool stateHasEnded(int stateId); void restoreState(SaveGame *savedState); void saveState(SaveGame *savedState); void pushStateToStack(); void popStateFromStack(); void flushStack(); void pause(bool paused); void flushTracks(); uint32 getMsPos(int stateId); void updateSoundPositions(); private: struct StackEntry { int _state; SoundTrack *_track; }; typedef Common::List TrackList; TrackList _playingTracks; SoundTrack *_musicTrack; MusicEntry *_musicTable; Common::String _musicPrefix; Common::Stack _stateStack; // A mutex to avoid concurrent modification of the sound channels by the engine thread // and the timer callback, which may run in a different thread. Common::Mutex _mutex; typedef Common::HashMap TrackMap; TrackMap _preloadedTrackMap; int _curMusicState; int _numMusicStates; int _callbackFps; int _curTrackId; static void timerHandler(void *refConf); void removeItem(SoundTrack *item); TrackList::iterator getPlayingTrackByName(const Common::String &name); void freeChannel(int32 channel); void initMusicTable(); void callback(); void updateTrack(SoundTrack *track); void freePlayingSounds(); void freeLoadedSounds(); SoundTrack *initTrack(const Common::String &soundName, Audio::Mixer::SoundType soundType, const Audio::Timestamp *start = nullptr) const; SoundTrack *restartTrack(SoundTrack *track); bool startSound(const Common::String &soundName, Audio::Mixer::SoundType soundType, int volume, int pan); bool startSoundFrom(const Common::String &soundName, Audio::Mixer::SoundType soundType, const Math::Vector3d &pos, int volume); void saveTrack(SoundTrack *track, SaveGame *savedState); SoundTrack *restoreTrack(SaveGame *savedState); MusicEntry *initMusicTableDemo(const Common::String &filename); MusicEntry *initMusicTableRetail(MusicEntry *table, const Common::String &filename); }; extern EMISound *g_emiSound; } #endif