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https://github.com/libretro/scummvm.git
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c19336e469
Bug #11294 is a case where output audio hardware is disabled If the output sound device is disabled or no hardware output device is connected (eg. Windows 10 may disable output audio hardware when no output device is attached/available), then the game should still be playable. We now use the duration of the tracks (in ms) to detect a track's ending. Also isReady is checked for mixer when playing VQA videos (it wasn't before).
96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* 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,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BLADERUNNER_AUDIO_MIXER_H
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#define BLADERUNNER_AUDIO_MIXER_H
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "common/mutex.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class AudioMixer {
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#if BLADERUNNER_ORIGINAL_BUGS
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static const int kChannels = 9;
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static const int kUsableChannels = 8;
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static const int kMusicChannel = 8;
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#else
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static const int kChannels = 15;
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static const int kUsableChannels = 14;
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static const int kMusicChannel = 14;
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#endif // BLADERUNNER_ORIGINAL_BUGS
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static const int kUpdatesPerSecond = 40;
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struct Channel {
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bool isPresent;
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int priority;
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bool loop;
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Audio::SoundHandle handle;
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Audio::AudioStream *stream;
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float volume;
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float volumeDelta;
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float volumeTarget;
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float pan;
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float panDelta;
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float panTarget;
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void (*endCallback)(int channel, void *data);
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void *callbackData;
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uint32 timeStarted;
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uint32 trackDurationMs;
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bool sentToMixer;
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};
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BladeRunnerEngine *_vm;
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Channel _channels[kChannels];
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Common::Mutex _mutex;
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public:
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AudioMixer(BladeRunnerEngine *vm);
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~AudioMixer();
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int play(Audio::Mixer::SoundType type, Audio::RewindableAudioStream *stream, int priority, bool loop, int volume, int pan, void(*endCallback)(int, void *), void *callbackData, uint32 trackDurationMs);
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int playMusic(Audio::RewindableAudioStream *stream, int volume, void(*endCallback)(int, void *), void *callbackData, uint32 trackDurationMs);
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void stop(int channel, uint32 delay);
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void adjustVolume(int channel, int newVolume, uint32 time);
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void adjustPan(int channel, int newPan, uint32 time);
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void resume(int channel, uint32 delay);
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void pause(int channel, uint32 delay);
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private:
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int playInChannel(int channel, Audio::Mixer::SoundType type, Audio::RewindableAudioStream *stream, int priority, bool loop, int volume, int pan, void(*endCallback)(int, void *), void *callbackData, uint32 trackDurationMs);
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bool isActive(int channel) const;
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void tick();
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static void timerCallback(void *refCon);
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};
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} // End of namespace BladeRunner
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#endif
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