scummvm/engines/scumm/player_v2.h
Max Horn e1bcd70436 Re-added __attribute__(packed)
svn-id: r27830
2007-07-01 18:18:43 +00:00

164 lines
4.2 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.
*
* $URL$
* $Id$
*
*/
#ifndef SCUMM_PLAYER_V2_H
#define SCUMM_PLAYER_V2_H
#include "common/scummsys.h"
#include "common/mutex.h"
#include "scumm/music.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
namespace Scumm {
class ScummEngine;
#include "common/pack-start.h" // START STRUCT PACKING
struct channel_data {
uint16 time_left; // 00
uint16 next_cmd; // 02
uint16 base_freq; // 04
uint16 freq_delta; // 06
uint16 freq; // 08
uint16 volume; // 10
uint16 volume_delta; // 12
uint16 tempo; // 14
uint16 inter_note_pause; // 16
uint16 transpose; // 18
uint16 note_length; // 20
uint16 hull_curve; // 22
uint16 hull_offset; // 24
uint16 hull_counter; // 26
uint16 freqmod_table; // 28
uint16 freqmod_offset; // 30
uint16 freqmod_incr; // 32
uint16 freqmod_multiplier; // 34
uint16 freqmod_modulo; // 36
uint16 unknown[4]; // 38 - 44
uint16 music_timer; // 46
uint16 music_script_nr; // 48
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/**
* Scumm V2 PC-Speaker MIDI driver.
* This simulates the pc speaker sound, which is driven by the 8253 (square
* wave generator) and a low-band filter.
*/
class Player_V2 : public Audio::AudioStream, public MusicEngine {
public:
Player_V2(ScummEngine *scumm, Audio::Mixer *mixer, bool pcjr);
virtual ~Player_V2();
virtual void setMusicVolume(int vol);
virtual void startSound(int sound);
virtual void stopSound(int sound);
virtual void stopAllSounds();
virtual int getMusicTimer() const;
virtual int getSoundStatus(int sound) const;
// AudioStream API
int readBuffer(int16 *buffer, const int numSamples) {
do_mix(buffer, numSamples / 2);
return numSamples;
}
bool isStereo() const { return true; }
bool endOfData() const { return false; }
int getRate() const { return _sample_rate; }
protected:
bool _isV3Game;
Audio::Mixer *_mixer;
Audio::SoundHandle _soundHandle;
ScummEngine *_vm;
bool _pcjr;
int _header_len;
uint32 _sample_rate;
uint32 _next_tick;
uint32 _tick_len;
unsigned int _update_step;
unsigned int _decay;
int _level;
unsigned int _RNG;
unsigned int _volumetable[16];
int _timer_count[4];
int _timer_output;
int _current_nr;
byte *_current_data;
int _next_nr;
byte *_next_data;
byte *_retaddr;
private:
union ChannelInfo {
channel_data d;
uint16 array[sizeof(channel_data)/2];
};
int _music_timer;
int _music_timer_ctr;
int _ticks_per_music_timer;
const uint16 *_freqs_table;
Common::Mutex _mutex;
ChannelInfo _channels[5];
protected:
void mutex_up();
void mutex_down();
virtual void nextTick();
virtual void clear_channel(int i);
virtual void chainSound(int nr, byte *data);
virtual void chainNextSound();
virtual void generateSpkSamples(int16 *data, uint len);
virtual void generatePCjrSamples(int16 *data, uint len);
void lowPassFilter(int16 *data, uint len);
void squareGenerator(int channel, int freq, int vol,
int noiseFeedback, int16 *sample, uint len);
private:
void do_mix(int16 *buf, uint len);
void set_pcjr(bool pcjr);
void execute_cmd(ChannelInfo *channel);
void next_freqs(ChannelInfo *channel);
};
} // End of namespace Scumm
#endif