scummvm/engines/titanic/sound/music_room_instrument.h

143 lines
3.5 KiB
C++

/* 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.
*
*/
#ifndef TITANIC_MUSIC_ROOM_INSTRUMENT_H
#define TITANIC_MUSIC_ROOM_INSTRUMENT_H
#include "common/array.h"
#include "titanic/support/string.h"
namespace Titanic {
enum MusicWaveInstrument { MV_PIANO = 0, MV_BASS = 1, MV_BELLS = 2, MV_SNAKE = 3 };
class CProjectItem;
class CSoundManager;
class CWaveFile;
class CGameObject;
class CMusicRoomInstrument {
struct CInstrumentWaveFile {
CWaveFile *_waveFile;
int _value;
CInstrumentWaveFile() : _waveFile(nullptr), _value(0) {}
};
private:
static bool _pianoToggle;
static int _pianoCtr;
static int _bassCtr;
static byte *_buffer;
static double *_array;
static int _arrayIndex;
private:
CSoundManager *_soundManager;
Common::Array<CInstrumentWaveFile> _items;
MusicWaveInstrument _instrument;
CProjectItem *_project;
CGameObject *_gameObjects[4];
int _waveIndex;
int _readPos;
int _readIncrement;
uint _size;
uint _count;
int _field4C;
private:
/**
* Loads the specified wave file, and returns a CWaveFile instance for it
*/
CWaveFile *createWaveFile(const CString &name);
/**
* Sets up an array used for figuring out the sequence in which to
* play the different wave files for each instrument to give the
* music based on the console's settings
*/
void setupArray(int minVal, int maxVal);
public:
double _insStartTime;
public:
/**
* Handles initialization of static fields
*/
static void init();
/**
* Deinitialization of static fields
*/
static void deinit();
public:
CMusicRoomInstrument(CProjectItem *project, CSoundManager *soundManager, MusicWaveInstrument instrument);
/**
* Sets the maximum number of allowed files that be defined
*/
void setFilesCount(uint count);
/**
* Loads a new file into the list of available entries
*/
void load(int index, const CString &filename, int v3);
/**
* Starts the music and associated animations
*/
void start();
/**
* Stops the music and associated animations
*/
void stop();
/**
* Handles regular updates of the instrument, allowing associated
* objects to start animations as the music is played
*/
void update(int val);
/**
* Clear the instrument
*/
void clear();
/**
* Resets the instrument, and sets the maximum for how much data can
* be read from the wave files during each read action
*/
void reset(uint total);
/**
* If there is any wave file currently specified, reads it in
* and merges it into the supplied buffer
*/
int read(int16 *ptr, uint size);
/**
* Figure out which wave file to use next
*/
void chooseWaveFile(int index, int freq);
};
} // End of namespace Titanic
#endif /* TITANIC_MUSIC_ROOM_INSTRUMENT_H */