scummvm/engines/grim/sound.cpp
2012-01-27 14:13:48 +01:00

105 lines
3.0 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "engines/grim/grim.h"
#include "engines/grim/imuse/imuse.h"
#include "engines/grim/emisound/emisound.h"
#include "engines/grim/sound.h"
namespace Grim {
SoundPlayer *g_sound = NULL;
SoundPlayer::SoundPlayer() {
// TODO: Replace this with g_emiSound when we get a full working sound-system for more than voices.
if (g_grim->getGameType() == GType_MONKEY4)
_emiSound = new EMISound();
else
_emiSound = NULL;
}
SoundPlayer::~SoundPlayer() {
delete _emiSound;
}
bool SoundPlayer::startVoice(const char *soundName, int volume, int pan) {
if (g_grim->getGameType() == GType_GRIM)
return g_imuse->startVoice(soundName, volume, pan);
else
return _emiSound->startVoice(soundName, volume, pan);
}
bool SoundPlayer::getSoundStatus(const char *soundName) {
if (g_grim->getGameType() == GType_GRIM)
return g_imuse->getSoundStatus(soundName);
else
return _emiSound->getSoundStatus(soundName);
}
void SoundPlayer::stopSound(const char *soundName) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->stopSound(soundName);
return;
} else {
_emiSound->stopSound(soundName);
}
}
int32 SoundPlayer::getPosIn60HzTicks(const char *soundName) {
if (g_grim->getGameType() == GType_GRIM)
return g_imuse->getPosIn60HzTicks(soundName);
else
return _emiSound->getPosIn60HzTicks(soundName);
}
void SoundPlayer::setVolume(const char *soundName, int volume) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->setVolume(soundName, volume);
} else {
_emiSound->setVolume(soundName, volume);
}
}
void SoundPlayer::setPan(const char *soundName, int pan) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->setPan(soundName, pan);
} else {
_emiSound->setPan(soundName, pan);
}
}
void SoundPlayer::setMusicState(int stateId) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->setMusicState(stateId);
} else {
_emiSound->setMusicState(stateId);
}
}
// EMI-only
uint32 SoundPlayer::getMsPos(int stateId) {
assert(_emiSound); // This shouldn't ever be called from Grim.
return _emiSound->getMsPos(stateId);
}
} // end of namespace Grim