mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-19 08:06:42 +00:00
4fbda3b8b0
svn-id: r38940
306 lines
8.1 KiB
C++
306 lines
8.1 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef SOUND_MIXER_H
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#define SOUND_MIXER_H
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#include "common/scummsys.h"
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#include "common/mutex.h"
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class OSystem;
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namespace Audio {
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class AudioStream;
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class Channel;
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class Mixer;
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class MixerImpl;
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/**
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* A SoundHandle instances corresponds to a specific sound
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* being played via the mixer. It can be used to control that
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* sound (pause it, stop it, etc.).
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* @see The Mixer class
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*/
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class SoundHandle {
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friend class Channel;
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friend class MixerImpl;
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uint32 _val;
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public:
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inline SoundHandle() : _val(0xFFFFFFFF) {}
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};
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/**
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* The main audio mixer handles mixing of an arbitrary number of
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* input audio streams (in the form of AudioStream instances).
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*/
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class Mixer {
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public:
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/**
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* Various flags which can be bit-ORed and then passed to
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* Mixer::playRaw resp. makeLinearInputStream to control their
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* behavior.
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*
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* Engine authors are advised not to rely on a certain value or
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* order of these flags (in particular, do not store them verbatim
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* in savestates).
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*/
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enum RawFlags {
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/** unsigned samples (default: signed) */
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FLAG_UNSIGNED = 1 << 0,
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/** sound is 16 bits wide (default: 8bit) */
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FLAG_16BITS = 1 << 1,
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/** samples are little endian (default: big endian) */
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FLAG_LITTLE_ENDIAN = 1 << 2,
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/** sound is in stereo (default: mono) */
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FLAG_STEREO = 1 << 3,
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/** reverse the left and right stereo channel */
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FLAG_REVERSE_STEREO = 1 << 4,
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/** sound buffer is freed automagically at the end of playing */
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FLAG_AUTOFREE = 1 << 5,
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/** loop the audio */
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FLAG_LOOP = 1 << 6
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};
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enum SoundType {
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kPlainSoundType = 0,
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kMusicSoundType = 1,
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kSFXSoundType = 2,
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kSpeechSoundType = 3
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};
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enum {
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kMaxChannelVolume = 255,
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kMaxMixerVolume = 256
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};
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public:
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Mixer() {}
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virtual ~Mixer() {}
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/**
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* Is the mixer ready and setup? This may not be the case on systems which
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* don't support digital sound output. In that case, the mixer proc may
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* never be called. That in turn can cause breakage in games which try to
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* sync with an audio stream. In particular, the Adlib MIDI emulation...
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*
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* @return whether the mixer is ready and setup
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*
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* @todo get rid of this?
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*/
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virtual bool isReady() const = 0;
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/**
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* Start playing the given raw sound data.
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* Internally, this simply creates an audio input stream wrapping the data
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* (using the makeLinearInputStream factory function), which is then
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* passed on to playInputStream.
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*/
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virtual void playRaw(
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SoundType type,
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SoundHandle *handle,
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void *sound, uint32 size, uint rate, byte flags,
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int id = -1, byte volume = kMaxChannelVolume, int8 balance = 0,
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uint32 loopStart = 0, uint32 loopEnd = 0) = 0;
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/**
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* Start playing the given audio input stream.
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*
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* Note that the sound id assigned below is unique. At most one stream
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* with a given id can play at any given time. Trying to play a sound
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* with an id that is already in use causes the new sound to be not played.
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*
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* @param type the type (voice/sfx/music) of the stream
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* @param handle a SoundHandle which can be used to reference and control
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* the stream via suitable mixer methods
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* @param input the actual AudioStream to be played
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* @param id a unique id assigned to this stream
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* @param volume the volume with which to play the sound, ranging from 0 to 255
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* @param balance the balance with which to play the sound, ranging from -128 to 127
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* @param autofreeStream a flag indicating whether the stream should be
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* freed after playback finished
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* @param permanent a flag indicating whether a plain stopAll call should
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* not stop this particular stream
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* @param reverseStereo a flag indicating whether left and right channels shall be swapped
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*/
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virtual void playInputStream(
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SoundType type,
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SoundHandle *handle,
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AudioStream *input,
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int id = -1, byte volume = kMaxChannelVolume, int8 balance = 0,
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bool autofreeStream = true,
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bool permanent = false,
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bool reverseStereo = false) = 0;
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/**
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* Stop all currently playing sounds.
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*/
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virtual void stopAll() = 0;
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/**
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* Stop playing the sound with given ID.
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*
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* @param id the ID of the sound to affect
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*/
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virtual void stopID(int id) = 0;
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/**
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* Stop playing the sound corresponding to the given handle.
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*
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* @param handle the sound to affect
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*/
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virtual void stopHandle(SoundHandle handle) = 0;
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/**
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* Pause/unpause all sounds, including all regular and permanent
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* channels
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*
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* @param paused true to pause everything, false to unpause
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*/
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virtual void pauseAll(bool paused) = 0;
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/**
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* Pause/unpause the sound with the given ID.
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*
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* @param id the ID of the sound to affect
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* @param paused true to pause the sound, false to unpause it
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*/
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virtual void pauseID(int id, bool paused) = 0;
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/**
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* Pause/unpause the sound corresponding to the given handle.
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*
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* @param handle the sound to affect
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* @param paused true to pause the sound, false to unpause it
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*/
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virtual void pauseHandle(SoundHandle handle, bool paused) = 0;
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/**
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* Check if a sound with the given ID is active.
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*
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* @param id the ID of the sound to query
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* @return true if the sound is active
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*/
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virtual bool isSoundIDActive(int id) = 0;
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/**
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* Get the sound ID of handle sound
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*
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* @param handle sound to query
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* @return sound ID if active
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*/
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virtual int getSoundID(SoundHandle handle) = 0;
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/**
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* Check if a sound with the given handle is active.
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*
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* @param handle sound to query
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* @return true if the sound is active
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*/
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virtual bool isSoundHandleActive(SoundHandle handle) = 0;
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/**
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* Set the channel volume for the given handle.
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*
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* @param handle the sound to affect
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* @param volume the new channel volume (0 - kMaxChannelVolume)
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*/
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virtual void setChannelVolume(SoundHandle handle, byte volume) = 0;
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/**
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* Set the channel balance for the given handle.
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*
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* @param handle the sound to affect
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* @param balance the new channel balance:
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* (-127 ... 0 ... 127) corresponds to (left ... center ... right)
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*/
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virtual void setChannelBalance(SoundHandle handle, int8 balance) = 0;
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/**
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* Get approximation of for how long the channel has been playing.
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*/
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virtual uint32 getSoundElapsedTime(SoundHandle handle) = 0;
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/**
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* Check whether any channel of the given sound type is active.
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* For example, this can be used to check whether any SFX sound
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* is currently playing, by checking for type kSFXSoundType.
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*
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* @param type the sound type to look for
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* @return true if any channels of the specified type are active.
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*/
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virtual bool hasActiveChannelOfType(SoundType type) = 0;
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/**
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* Set the volume for the given sound type.
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*
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* @param type the sound type
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* @param volume the new global volume, 0 - kMaxMixerVolume
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*/
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virtual void setVolumeForSoundType(SoundType type, int volume) = 0;
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/**
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* Query the global volume.
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*
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* @param type the sound type
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* @return the global music volume, 0 - kMaxMixerVolume
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*/
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virtual int getVolumeForSoundType(SoundType type) const = 0;
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/**
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* Query the system's audio output sample rate. This returns
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* the same value as OSystem::getOutputSampleRate().
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*
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* @return the output sample rate in Hz
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*/
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virtual uint getOutputRate() const = 0;
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};
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} // End of namespace Audio
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#endif
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