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https://github.com/libretro/scummvm.git
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139 lines
3.0 KiB
C++
139 lines
3.0 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 SHERLOCK_MUSIC_H
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#define SHERLOCK_MUSIC_H
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#include "audio/midiparser.h"
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#include "audio/mididrv.h"
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// for 3DO digital music
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#include "audio/mixer.h"
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#include "common/mutex.h"
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#include "common/str-array.h"
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namespace Sherlock {
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class SherlockEngine;
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class MidiParser_SH : public MidiParser {
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public:
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MidiParser_SH();
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~MidiParser_SH() override;
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protected:
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Common::Mutex _mutex;
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void parseNextEvent(EventInfo &info) override;
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uint8 _beats;
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uint8 _lastEvent;
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byte *_data;
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byte *_trackEnd;
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public:
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bool loadMusic(byte *musData, uint32 musSize) override;
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void unloadMusic() override;
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private:
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byte *_musData;
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uint32 _musDataSize;
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};
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class Music {
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private:
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SherlockEngine *_vm;
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Audio::Mixer *_mixer;
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MidiParser *_midiParser;
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MidiDriver *_midiDriver;
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Audio::SoundHandle _digitalMusicHandle;
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MusicType _musicType;
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byte *_midiMusicData;
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/**
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* Play the specified music resource
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*/
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bool playMusic(const Common::String &name);
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public:
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bool _musicPlaying;
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bool _musicOn;
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int _musicVolume;
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bool _midiOption;
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Common::String _currentSongName, _nextSongName;
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public:
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Music(SherlockEngine *vm, Audio::Mixer *mixer);
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~Music();
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/**
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* Saves sound-related settings
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*/
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void syncMusicSettings();
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/**
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* Load a specified song
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*/
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bool loadSong(int songNumber);
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/**
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* Load a specified song
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*/
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bool loadSong(const Common::String &songName);
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/**
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* Start playing a song
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*/
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void startSong();
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/**
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* Free any currently loaded song
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*/
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void freeSong();
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/**
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* Stop playing the music
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*/
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void stopMusic();
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bool isPlaying();
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uint32 getCurrentPosition();
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bool waitUntilMSec(uint32 msecTarget, uint32 maxMSec, uint32 additionalDelay, uint32 noMusicDelay);
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/**
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* Sets the volume of the MIDI music with a value ranging from 0 to 127
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*/
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void setMusicVolume(int volume);
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/**
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* Gets the names of all the songs in the game. Used by the debugger.
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*/
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void getSongNames(Common::StringArray &songs);
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/**
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* Checks to see if the currently playing song has finished, then the music specified
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* in _nextSongName will be started
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*/
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void checkSongProgress();
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};
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} // End of namespace Sherlock
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#endif
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