scummvm/engines/bladerunner/audio_speech.h
antoniou79 c9016cb2f2 BLADERUNNER: Notes and minor fixes for sound
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.
2023-04-24 09:43:51 +03:00

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1.9 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef BLADERUNNER_AUDIO_SPEECH_H
#define BLADERUNNER_AUDIO_SPEECH_H
#include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_SETTINGS symbol
#include "common/str.h"
#include "common/types.h"
namespace BladeRunner {
class BladeRunnerEngine;
class AudioSpeech {
static const int kBufferSize = 200000;
static const int kSpeechSamples[];
BladeRunnerEngine *_vm;
int _speechVolumeFactorOriginalEngine; // should be in [0, 100] - Unused in ScummVM Engine, used in original engine
bool _isActive;
int _channel;
byte *_data;
public:
AudioSpeech(BladeRunnerEngine *vm);
~AudioSpeech();
bool playSpeech(const Common::String &name, int pan = 0);
void stopSpeech();
bool isPlaying() const;
bool playSpeechLine(int actorId, int sentenceId, int volume, int a4, int priority);
#if BLADERUNNER_ORIGINAL_SETTINGS
void setVolume(int volume);
int getVolume() const;
#endif // BLADERUNNER_ORIGINAL_SETTINGS
void playSample();
private:
void ended();
static void mixerChannelEnded(int channel, void *data);
};
} // End of namespace BladeRunner
#endif