scummvm/engines/dm/sounds.h
2016-09-07 21:09:35 +02:00

102 lines
3.3 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.
*
*/
/*
* Based on the Reverse Engineering work of Christophe Fontanel,
* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
*/
#ifndef DM_SOUND_H
#define DM_SOUND_H
#include "dm/dm.h"
namespace DM {
#define k34_D13_soundCount 34 // @ D13_SOUND_COUNT
class SoundData {
public:
uint32 _byteCount;
byte *_firstSample;
uint32 _sampleCount;
SoundData() : _byteCount(0), _firstSample(nullptr), _sampleCount(0) {}
}; // @ SOUND_DATA
class Sound {
public:
int16 _graphicIndex;
byte _period;
byte _priority;
byte _loudDistance;
byte _softDistance;
Sound(int16 index, byte period, byte priority, byte loudDist, byte softDist) :
_graphicIndex(index), _period(period), _priority(priority), _loudDistance(loudDist), _softDistance(softDist) {}
Sound() : _graphicIndex(0), _period(0), _priority(0), _loudDistance(0), _softDistance(0) {}
}; // @ Sound
class PendingSound {
public:
uint8 _leftVolume;
uint8 _rightVolume;
int16 _soundIndex;
PendingSound(uint8 leftVolume, uint8 rightVolume, int16 soundIndex) :
_leftVolume(leftVolume), _rightVolume(rightVolume), _soundIndex(soundIndex) {}
};
class SoundMan {
DMEngine *_vm;
protected:
SoundMan(DMEngine *vm);
public:
virtual ~SoundMan();
static SoundMan *getSoundMan(DMEngine *vm, const DMADGameDescription *gameVersion);
SoundData _soundData[k34_D13_soundCount]; // @ K0024_as_SoundData
Common::Queue<PendingSound> _pendingSounds;
virtual void loadSounds(); // @ F0503_SOUND_LoadAll
virtual void requestPlay(uint16 P0088_ui_SoundIndex, int16 P0089_i_MapX, int16 P0090_i_MapY, uint16 P0091_ui_Mode); // @ F0064_SOUND_RequestPlay_CPSD
virtual void play(uint16 P0921_ui_SoundIndex, uint16 P0085_i_Period, uint8 leftVol, uint8 rightVol); // @ F0060_SOUND_Play
void playPendingSound(); // @ F0065_SOUND_PlayPendingSound_CPSD
bool soundGetVolume(int16 mapX, int16 mapY, uint8 *leftVolume, uint8 *rightVolume); // @ F0505_SOUND_GetVolume
Sound _sounds[k34_D13_soundCount];
void initConstants();
};
class SoundMan_Atari: public SoundMan {
friend class SoundMan;
SoundMan_Atari(DMEngine *vm): SoundMan(vm) {};
public:
void loadSounds() override {} // @ F0503_SOUND_LoadAll
void requestPlay(uint16 P0088_ui_SoundIndex, int16 P0089_i_MapX, int16 P0090_i_MapY, uint16 P0091_ui_Mode) override {} // @ F0064_SOUND_RequestPlay_CPSD
void play(uint16 P0921_ui_SoundIndex, uint16 P0085_i_Period, uint8 leftVol, uint8 rightVol) override {} // @ F0060_SOUND_Play
};
}
#endif