mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-23 18:24:59 +00:00
7bf493939b
svn-id: r27832
203 lines
5.1 KiB
C++
203 lines
5.1 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef GOB_SOUND_H
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#define GOB_SOUND_H
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#include "common/mutex.h"
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#include "common/frac.h"
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#include "sound/audiostream.h"
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#include "sound/mixer.h"
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namespace Gob {
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enum SoundType {
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SOUND_SND,
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SOUND_ADL
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};
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enum SoundSource {
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SOUND_FILE,
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SOUND_TOT,
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SOUND_EXT
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};
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class SoundDesc {
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public:
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int16 _repCount;
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int16 _frequency;
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int16 _flag;
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int16 _id;
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byte *getData() { return _dataPtr; }
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uint32 size() { return _size; }
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bool empty() { return !_dataPtr; }
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bool isId(int16 id) { return _dataPtr && _id == id; }
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SoundType getType() { return _type; }
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void set(SoundType type, SoundSource src, byte *data, uint32 dSize);
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void load(SoundType type, SoundSource src, byte *data, uint32 dSize);
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void free();
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void convToSigned();
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// Which fade out length to use when the fade starts half-way through?
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int16 calcFadeOutLength(int16 frequency) {
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return (10 * (_size / 2)) / frequency;
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}
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uint32 calcLength(int16 repCount, int16 frequency, bool fade) {
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uint32 fadeSize = fade ? _size / 2 : 0;
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return ((_size * repCount - fadeSize) * 1000) / frequency;
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}
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SoundDesc() : _data(0), _dataPtr(0), _size(0), _type(SOUND_SND),
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_source(SOUND_FILE), _repCount(0), _frequency(0),
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_flag(0), _id(0) {}
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~SoundDesc() { free(); }
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private:
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byte *_data;
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byte *_dataPtr;
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uint32 _size;
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SoundType _type;
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SoundSource _source;
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void loadSND(byte *data, uint32 dSize);
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void loadADL(byte *data, uint32 dSize);
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};
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class Snd : public Audio::AudioStream {
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public:
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char _playingSound;
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Snd(GobEngine *vm);
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~Snd();
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void speakerOn(int16 frequency, int32 length);
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void speakerOff();
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void speakerOnUpdate(uint32 milis);
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void stopSound(int16 fadeLength, SoundDesc *sndDesc = 0);
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bool loadSample(SoundDesc &sndDesc, const char *fileName);
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void freeSample(SoundDesc &sndDesc);
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void playSample(SoundDesc &sndDesc, int16 repCount,
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int16 frequency, int16 fadeLength = 0);
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void playComposition(int16 *composition, int16 freqVal,
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SoundDesc *sndDescs = 0, int8 sndCount = 60);
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void stopComposition();
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void setRepeating(int32 repCount);
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void waitEndPlay(bool interruptible = false, bool stopComp = true);
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static void convToSigned(byte *buffer, int length) {
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while (length-- > 0)
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*buffer++ ^= 0x80;
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}
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return false; }
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bool endOfData() const { return _end; }
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bool endOfStream() const { return false; }
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int getRate() const { return _rate; }
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protected:
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// TODO: This is a very primitive square wave generator. The only thing it
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// has in common with the PC speaker is that it sounds terrible.
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// Note: The SCUMM code has a PC speaker implementations; maybe it could be
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// refactored to be reusable by all engines. And DosBox also has code
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// for emulating the PC speaker.
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class SquareWaveStream : public Audio::AudioStream {
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private:
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uint _rate;
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bool _beepForever;
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uint32 _periodLength;
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uint32 _periodSamples;
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uint32 _remainingSamples;
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uint32 _mixedSamples;
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int16 _sampleValue;
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public:
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SquareWaveStream();
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void playNote(int freq, int32 ms, uint rate);
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void update(uint32 milis);
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void stop(uint32 milis);
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return false; }
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bool endOfData() const { return false; }
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bool endOfStream() const { return false; }
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int getRate() const { return _rate; }
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};
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SquareWaveStream _speakerStream;
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Audio::SoundHandle _speakerHandle;
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uint32 _speakerStartTimeKey;
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Audio::SoundHandle *_activeHandle;
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Audio::SoundHandle _compositionHandle;
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SoundDesc *_compositionSamples;
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int8 _compositionSampleCount;
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int16 _composition[50];
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int8 _compositionPos;
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Audio::SoundHandle _handle;
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Common::Mutex _mutex;
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SoundDesc *_curSoundDesc;
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bool _end;
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int8 *_data;
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uint32 _length;
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uint32 _rate;
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int32 _freq;
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int32 _repCount;
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uint32 _offset;
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frac_t _offsetFrac;
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frac_t _offsetInc;
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int16 _cur;
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int16 _last;
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bool _fade;
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int32 _fadeVol;
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int32 _fadeVolStep;
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uint8 _fadeLength;
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uint32 _fadeSamples;
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uint32 _curFadeSamples;
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GobEngine *_vm;
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void setSample(SoundDesc &sndDesc, int16 repCount,
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int16 frequency, int16 fadeLength);
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void checkEndSample();
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void nextCompositionPos();
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};
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} // End of namespace Gob
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#endif // GOB_SOUND_H
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