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127 lines
4.6 KiB
C++
127 lines
4.6 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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*/
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#ifndef SCI_SOUNDCMD_H
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#define SCI_SOUNDCMD_H
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#include "common/list.h"
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#include "audio/mididrv.h" // for MusicType
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#include "sci/engine/state.h"
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namespace Sci {
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class Console;
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class SciMusic;
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class SoundCommandParser;
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class MusicEntry;
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//typedef void (SoundCommandParser::*SoundCommand)(reg_t obj, int16 value);
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//struct MusicEntryCommand {
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// MusicEntryCommand(const char *d, SoundCommand c) : sndCmd(c), desc(d) {}
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// SoundCommand sndCmd;
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// const char *desc;
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//};
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class SoundCommandParser {
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public:
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SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion);
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~SoundCommandParser();
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//reg_t parseCommand(int argc, reg_t *argv, reg_t acc);
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// Functions used for game state loading
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void clearPlayList();
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void syncPlayList(Common::Serializer &s);
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void reconstructPlayList();
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// Functions used for the ScummVM menus
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void setMasterVolume(int vol);
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void pauseAll(bool pause);
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// Debug console functions
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void startNewSound(int number);
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void stopAllSounds();
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void printPlayList(Console *con);
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void printSongInfo(reg_t obj, Console *con);
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void processPlaySound(reg_t obj);
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void processStopSound(reg_t obj, bool sampleFinishedPlaying);
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void initSoundResource(MusicEntry *newSound);
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MusicType getMusicType() const;
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/**
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* Synchronizes the current state of the music list to the rest of the engine, so that
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* the changes that the sound thread makes to the music are registered with the engine
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* scripts. In SCI0, we invoke this from kAnimate (which is called very often). SCI01
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* and later have a specific callback function, cmdUpdateCues, which is called regularly
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* by the engine scripts themselves, so the engine itself polls for changes to the music
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*/
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void updateSci0Cues();
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reg_t kDoSoundInit(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundPlay(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundRestore(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundMute(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundPause(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundStop(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundStopAll(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundDispose(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundMasterVolume(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundFade(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundGetPolyphony(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundUpdate(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundUpdateCues(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundSendMidi(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundGlobalReverb(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundSetHold(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundDummy(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundGetAudioCapability(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundSetVolume(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundSetPriority(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundSetLoop(int argc, reg_t *argv, reg_t acc);
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reg_t kDoSoundSuspend(int argc, reg_t *argv, reg_t acc);
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private:
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//typedef Common::Array<MusicEntryCommand *> SoundCommandContainer;
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//SoundCommandContainer _soundCommands;
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ResourceManager *_resMan;
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SegManager *_segMan;
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Kernel *_kernel;
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SciMusic *_music;
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AudioPlayer *_audio;
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SciVersion _soundVersion;
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// If true and an alternative digital sound effect exists, the digital
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// sound effect is preferred instead
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bool _useDigitalSFX;
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void processInitSound(reg_t obj);
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void processDisposeSound(reg_t obj);
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void processUpdateCues(reg_t obj);
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int getSoundResourceId(reg_t obj);
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};
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} // End of namespace Sci
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#endif // SCI_SOUNDCMD_H
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