mirror of
https://github.com/libretro/scummvm.git
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c9016cb2f2
Also added a dedicated debugSound channel for debugging Fixes include closer conformance to original code (for entering/exiting ESPER and VK), and a change in assigning a track slot to a new track with priority equal to the lowest existing (it will now take the place of the old stored track). Also Music::adjustVolume() now takes the target volume as argument and stores it in the track volume field similar to how Music::adjustPan works.
69 lines
1.9 KiB
C++
69 lines
1.9 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_AUDIO_SPEECH_H
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#define BLADERUNNER_AUDIO_SPEECH_H
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#include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_SETTINGS symbol
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#include "common/str.h"
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#include "common/types.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class AudioSpeech {
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static const int kBufferSize = 200000;
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static const int kSpeechSamples[];
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BladeRunnerEngine *_vm;
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int _speechVolumeFactorOriginalEngine; // should be in [0, 100] - Unused in ScummVM Engine, used in original engine
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bool _isActive;
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int _channel;
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byte *_data;
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public:
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AudioSpeech(BladeRunnerEngine *vm);
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~AudioSpeech();
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bool playSpeech(const Common::String &name, int pan = 0);
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void stopSpeech();
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bool isPlaying() const;
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bool playSpeechLine(int actorId, int sentenceId, int volume, int a4, int priority);
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#if BLADERUNNER_ORIGINAL_SETTINGS
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void setVolume(int volume);
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int getVolume() const;
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#endif // BLADERUNNER_ORIGINAL_SETTINGS
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void playSample();
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private:
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void ended();
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static void mixerChannelEnded(int channel, void *data);
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};
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} // End of namespace BladeRunner
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#endif
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