Christian Krause 36b037c81d EMI: Refactor conversion of sound volume values
- LUA code uses a range of 0 .. 100
- the LUA group volumes are in the range 25 .. 100, otherwise the sound
  group is muted
- residualvm engine uses a range of 0 .. Audio::Mixer::kMaxChannelVolume
- do most of the conversion in lua_v2_sound.cpp
- most parts of the engine will solely use the engine internal range
- only when reading/writing the registry residualvm continues to use
  a special conversion for compatibility with the volume settings
  of the residualvm engine settings
- proper handling of volumes close to 0.0f in SoundTrack::updatePosition()
2014-10-27 01:10:29 +01:00

146 lines
4.7 KiB
C++

/* 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<int>(Audio::Mixer::kMaxChannelVolume), int pan = 64);
bool startSfx(const Common::String &soundName, int volume = static_cast<int>(Audio::Mixer::kMaxChannelVolume), int pan = 64);
bool startSfxFrom(const Common::String &soundName, const Math::Vector3d &pos, int volume = static_cast<int>(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<SoundTrack *> TrackList;
TrackList _playingTracks;
SoundTrack *_musicTrack;
MusicEntry *_musicTable;
Common::String _musicPrefix;
Common::Stack<StackEntry> _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<int, SoundTrack *> 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