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107 lines
2.6 KiB
C++
107 lines
2.6 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 TRECISION_SOUND_H
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#define TRECISION_SOUND_H
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#include "trecision/trecision.h"
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namespace Trecision {
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#define SOUND_OFF 0
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#define SOUND_ON 1
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#define SFADNONE 0
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#define SFADIN 1
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#define SFADOUT 2
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#define SAMPLEVOICES 6
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#define MAXSAMPLE 145 // Maximum number of samples in the game
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#define NUMSAMPLES MAXSAMPLE
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#define VOLUME(a) ( (a * 255) / 127 )
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#define TIME(a) ( (a * 3) / 50 )
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#define FADMULT 100
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enum SoundChannel {
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kSoundChannelBack = 0,
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kSoundChannelStep = 1,
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kSoundChannelSpeech = 5
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};
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struct SSound {
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char _name[14];
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uint8 _volume;
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uint8 _flag;
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int8 _panning;
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};
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class SoundManager {
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public:
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SoundManager(TrecisionEngine *vm);
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~SoundManager();
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private:
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TrecisionEngine *_vm;
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Audio::SeekableAudioStream *_sfxStream[NUMSAMPLES];
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Audio::SoundHandle _soundHandle[SAMPLEVOICES]; // Sample handles for each mixer channel
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FastFile _speechFile; // nlspeech.cd0
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SSound _gSample[MAXSAMPLE];
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uint32 _timer;
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int16 _samplePlaying[SAMPLEVOICES]; // sample currently playing
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int16 _sampleVolume[SAMPLEVOICES];
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uint8 _stepChannel;
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uint8 _backChannel;
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uint8 _soundFadeStatus;
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int16 _soundFadeInVal;
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int16 _soundFadeOutVal;
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void loadAudioWav(int num, const Common::String &fileName);
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void fadeIn(int num);
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public:
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void soundTimer();
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void stopSoundSystem();
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void play(int num);
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void stop(int num);
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void stopAll();
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void fadeOut();
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void waitEndFading();
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void soundStep(int midx, int midz, int act, int frame, uint16 *list);
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int32 talkStart(const Common::String &name);
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void talkStop();
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void loadRoomSounds();
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void syncGameStream(Common::Serializer &ser);
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void loadSamples(Common::File *file);
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};
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} // End of namespace Trecision
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#endif
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