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https://github.com/libretro/scummvm.git
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36b037c81d
- 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()
146 lines
4.7 KiB
C++
146 lines
4.7 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM 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 GRIM_MSS_H
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#define GRIM_MSS_H
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#include "audio/mixer.h"
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#include "common/str.h"
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#include "common/stack.h"
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#include "common/mutex.h"
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#include "common/hashmap.h"
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#include "math/vector3d.h"
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namespace Grim {
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class SoundTrack;
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class SaveGame;
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struct MusicEntry {
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int _x;
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int _y;
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int _sync;
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int _trim;
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int _id;
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Common::String _type;
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Common::String _name;
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Common::String _filename;
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};
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// Currently this class only implements the exact functions called in iMuse
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// from Actor, to allow for splitting that into EMI-sound and iMuse without
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// changing iMuse.
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class EMISound {
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public:
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EMISound(int fps);
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~EMISound();
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bool startVoice(const Common::String &soundName, int volume = static_cast<int>(Audio::Mixer::kMaxChannelVolume), int pan = 64);
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bool startSfx(const Common::String &soundName, int volume = static_cast<int>(Audio::Mixer::kMaxChannelVolume), int pan = 64);
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bool startSfxFrom(const Common::String &soundName, const Math::Vector3d &pos, int volume = static_cast<int>(Audio::Mixer::kMaxChannelVolume));
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bool getSoundStatus(const Common::String &soundName);
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void stopSound(const Common::String &soundName);
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int32 getPosIn16msTicks(const Common::String &soundName);
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void setVolume(const Common::String &soundName, int volume);
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void setPan(const Common::String &soundName, int pan); /* pan: 0 .. 127 */
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bool loadSfx(const Common::String &soundName, int &id);
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void playLoadedSound(int id, bool looping);
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void playLoadedSoundFrom(int id, const Math::Vector3d &pos, bool looping);
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void setLoadedSoundLooping(int id, bool looping);
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void stopLoadedSound(int id);
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void freeLoadedSound(int id);
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void setLoadedSoundVolume(int id, int volume);
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void setLoadedSoundPan(int id, int pan);
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void setLoadedSoundPosition(int id, const Math::Vector3d &pos);
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bool getLoadedSoundStatus(int id);
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int getLoadedSoundVolume(int id);
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void setMusicState(int stateId);
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void selectMusicSet(int setId);
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bool stateHasLooped(int stateId);
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bool stateHasEnded(int stateId);
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void restoreState(SaveGame *savedState);
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void saveState(SaveGame *savedState);
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void pushStateToStack();
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void popStateFromStack();
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void flushStack();
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void pause(bool paused);
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void flushTracks();
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uint32 getMsPos(int stateId);
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void updateSoundPositions();
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private:
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struct StackEntry {
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int _state;
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SoundTrack *_track;
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};
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typedef Common::List<SoundTrack *> TrackList;
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TrackList _playingTracks;
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SoundTrack *_musicTrack;
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MusicEntry *_musicTable;
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Common::String _musicPrefix;
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Common::Stack<StackEntry> _stateStack;
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// A mutex to avoid concurrent modification of the sound channels by the engine thread
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// and the timer callback, which may run in a different thread.
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Common::Mutex _mutex;
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typedef Common::HashMap<int, SoundTrack *> TrackMap;
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TrackMap _preloadedTrackMap;
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int _curMusicState;
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int _numMusicStates;
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int _callbackFps;
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int _curTrackId;
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static void timerHandler(void *refConf);
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void removeItem(SoundTrack *item);
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TrackList::iterator getPlayingTrackByName(const Common::String &name);
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void freeChannel(int32 channel);
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void initMusicTable();
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void callback();
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void updateTrack(SoundTrack *track);
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void freePlayingSounds();
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void freeLoadedSounds();
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SoundTrack *initTrack(const Common::String &soundName, Audio::Mixer::SoundType soundType, const Audio::Timestamp *start = nullptr) const;
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SoundTrack *restartTrack(SoundTrack *track);
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bool startSound(const Common::String &soundName, Audio::Mixer::SoundType soundType, int volume, int pan);
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bool startSoundFrom(const Common::String &soundName, Audio::Mixer::SoundType soundType, const Math::Vector3d &pos, int volume);
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void saveTrack(SoundTrack *track, SaveGame *savedState);
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SoundTrack *restoreTrack(SaveGame *savedState);
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MusicEntry *initMusicTableDemo(const Common::String &filename);
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MusicEntry *initMusicTableRetail(MusicEntry *table, const Common::String &filename);
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};
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extern EMISound *g_emiSound;
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}
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#endif
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