scummvm/engines/cge2/sound.h
Coen Rampen 36d395b2d1 CGE2: Stop current SFX before loading a new one
When loading a sound effect, the engine would deallocate the memory for the
currently playing sound effect, and stop playback afterwards. This commit
changes this to stop playback first, and then deallocate and load the new
sound effect.

This should fix the problem with the mixer accessing deallocated memory
reported in issue #12852.
2021-08-31 23:31:54 +02:00

130 lines
3.0 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM 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.
*
*/
/*
* This code is based on original Sfinx source code
* Copyright (c) 1994-1997 Janusz B. Wisniewski and L.K. Avalon
*/
#ifndef CGE2_SOUND_H
#define CGE2_SOUND_H
#include "audio/midiplayer.h"
#include "audio/mixer.h"
namespace Audio {
class RewindableAudioStream;
}
namespace CGE2 {
class CGE2Engine;
class EncryptedStream;
// sample info
struct SmpInfo {
const uint8 *_saddr; // address
uint16 _slen; // length
uint16 _span; // left/right pan (0-15)
int _counter; // number of time the sample should be played
};
class DataCk {
byte *_buf;
int _ckSize;
public:
DataCk(byte *buf, int bufSize);
~DataCk();
inline const byte *addr() {
return _buf;
}
inline int size() {
return _ckSize;
}
};
class Sound {
public:
SmpInfo _smpinf;
explicit Sound(CGE2Engine *vm);
~Sound();
void open();
void close();
void play(Audio::Mixer::SoundType soundType, int ref, int sub, int pan = 8);
int16 getRepeat();
void setRepeat(int16 count);
void stop();
void checkSoundHandles();
private:
int _soundRepeatCount;
CGE2Engine *_vm;
Audio::SoundHandle _sfxHandle;
Audio::SoundHandle _speechHandle;
Audio::RewindableAudioStream *_audioStream;
void sndDigiStart(SmpInfo *PSmpInfo, Audio::Mixer::SoundType soundType);
void sndDigiStop(Audio::SoundHandle &handle);
};
class Fx {
CGE2Engine *_vm;
DataCk *loadWave(EncryptedStream *file);
Common::String name(int ref, int sub);
public:
DataCk *_current;
Fx(CGE2Engine *vm, int size);
~Fx();
void clear();
bool exist(int ref, int sub = 0);
DataCk *load(int ref, int sub = 0);
};
class MusicPlayer: public Audio::MidiPlayer {
private:
CGE2Engine *_vm;
byte *_data;
int _dataSize;
bool _isGM;
// Start MIDI File
void sndMidiStart();
// Stop MIDI File
void sndMidiStop();
public:
explicit MusicPlayer(CGE2Engine *vm);
~MusicPlayer() override;
void loadMidi(int ref);
void killMidi();
void send(uint32 b) override;
void sendToChannel(byte channel, uint32 b) override;
};
} // End of namespace CGE2
#endif // CGE2_SOUND_H