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206 lines
5.9 KiB
C++
206 lines
5.9 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*
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* Based on the original sources
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* Faery Tale II -- The Halls of the Dead
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* (c) 1993-1996 The Wyrmkeep Entertainment Co.
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*/
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#ifndef SAGA2_AUDIODEC_H
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#define SAGA2_AUDIODEC_H
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namespace Saga2 {
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class Buffer;
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class audioInterface;
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class soundDecoder;
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class soundSample;
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class workBuffer;
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class soundQueue;
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/* ===================================================================== *
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Sound Sample Decoders
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These are audio buffer decoders & fillers used in playback.
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They are intended to be chained together.
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They come in three flavors:
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decodeInPlace - which operate on existing buffers
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mute() - zeroes out buffer
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decodeBuffer - which require work buffers
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unShorten() - undoes Shorten 1.22 compression
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thunk8to16() - converts 8 bit samples to 16 bit
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decodeSource - aliases to soundSource calls
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NOTE : If you are trying to follow the flow of the code, and you get
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lost around here, you can probably pick things up again in the
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audiofnc modules or in some locally defined decoders
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* ===================================================================== */
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enum soundDecoderType {
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decodeInPlace,
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decodeBuffer,
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decodeSource
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};
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typedef int16 INPLACEDECODER(Buffer &, soundDecoder *, soundSample &);
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typedef int16 BUFFERDECODER(Buffer &, soundDecoder *, soundSample &, workBuffer *);
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typedef int16 BUFFERLOADER(Buffer &, soundSample &);
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union soundServer {
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INPLACEDECODER *pDec;
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BUFFERDECODER *bDec;
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BUFFERLOADER *lDec;
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soundServer() {
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pDec = NULL;
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}
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soundServer(soundDecoderType sdt, void *fn) {
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switch (sdt) {
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case decodeInPlace:
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pDec = (INPLACEDECODER *) fn;
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break;
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case decodeBuffer :
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bDec = (BUFFERDECODER *) fn;
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break;
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case decodeSource :
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lDec = (BUFFERLOADER *) fn;
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break;
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}
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}
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soundServer(const soundServer &src) {
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pDec = src.pDec;
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}
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soundServer &operator=(const soundServer &src) {
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this->pDec = src.pDec;
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return *this;
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}
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inline bool operator==(const soundServer &src2) const {
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return pDec == src2.pDec;
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}
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inline operator bool() const {
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return pDec != NULL;
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}
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};
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/*******************************************************************/
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/* Decoder status flags */
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enum decoderStatuses {
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msgBufferFull = 1 << 0, // targetbuffer filled
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msgSegmentEnd = 1 << 1, // source segment exhausted
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msgBufferFree = 1 << 2, // waiting for a free buffer
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msgSamplePause = 1 << 3, // partial load - continue next time
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msgSampleDone = 1 << 4, // sample complete
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msgWaitForBuffer = 1 << 5, // waiting for free buffer
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msgIOError = 1 << 6 // an I/O error occurred reading the file
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};
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class soundDecoder {
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bool inUse; // to avoid buffer tangles
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soundDecoderType type; // in-place, buffered, loader
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soundServer openf; // open/seek function
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soundServer readf; // read/load function
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soundServer closef; // close function
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public:
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soundDecoder *next; // linked list
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workBuffer *wkBuffer; // pointer to work buffer ( if any )
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private:
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soundDecoder();
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public:
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soundDecoder(INPLACEDECODER, INPLACEDECODER, INPLACEDECODER);
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soundDecoder(BUFFERDECODER, BUFFERDECODER, BUFFERDECODER, int16, audioInterface *, int16);
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soundDecoder(BUFFERLOADER, BUFFERLOADER, BUFFERLOADER);
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~soundDecoder(void);
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soundDecoder &operator=(const soundDecoder &src);
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soundDecoder(const soundDecoder &src);
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bool operator==(const soundDecoder &src2) const;
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inline operator bool() const {
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warning("STUB: soundDecoder::bool()");
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return true;
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}
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void setNext(soundDecoder *sd) {
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next = sd;
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}
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int16 use(Buffer &, soundDecoder *, soundSample &);
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int16 seek(Buffer &, soundDecoder *, soundSample &);
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int16 flush(Buffer &, soundDecoder *, soundSample &);
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void reset(void);
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//void notBusy( void ); // idle time function
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};
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/*******************************************************************/
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/* */
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/* DecoderSet class : class used to process sound */
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/* */
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/*******************************************************************/
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class decoderSet { //: private DList
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public:
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soundDecoder *decode;
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decoderSet(void) {
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decode = NULL;
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}
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~decoderSet(void) {
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if (decode) delete decode;
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decode = NULL;
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}
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void addDecoder(soundDecoder *sodec);
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#if DEBUG_AUDIO
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void check(void);
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#else
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inline void check(void) {}
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#endif
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void reset(void);
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void format(soundSample *ss); // set various sound attribs.
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int16 openCall(Buffer *sobu, soundQueue *queue);
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int16 openCall(Buffer *sobu, soundSample *queue);
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int16 loadCall(Buffer *sobu, soundQueue *queue);
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int16 loadCall(Buffer *sobu, soundSample *queue);
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int16 closeCall(Buffer *sobu, soundQueue *queue);
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int16 closeCall(Buffer *sobu, soundSample *queue);
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private:
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//void notBusy( void ); // idle time function
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};
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} // end of namespace Saga2
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#endif
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