mirror of
https://github.com/libretro/scummvm.git
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267 lines
7.5 KiB
C++
267 lines
7.5 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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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "BSound.h"
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#include "BGame.h"
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#include "BSoundMgr.h"
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namespace WinterMute {
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IMPLEMENT_PERSISTENT(CBSound, false)
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//////////////////////////////////////////////////////////////////////////
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CBSound::CBSound(CBGame *inGame): CBBase(inGame) {
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_sound = NULL;
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_soundFilename = NULL;
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_soundType = SOUND_SFX;
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_soundStreamed = false;
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_soundLooping = false;
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_soundPlaying = false;
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_soundPaused = false;
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_soundFreezePaused = false;
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_soundPosition = 0;
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_soundPrivateVolume = 0;
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_soundLoopStart = 0;
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_sFXType = SFX_NONE;
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_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
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}
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//////////////////////////////////////////////////////////////////////////
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CBSound::~CBSound() {
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if (_sound) Game->_soundMgr->removeSound(_sound);
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_sound = NULL;
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delete[] _soundFilename;
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_soundFilename = NULL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetSound(char *Filename, TSoundType Type, bool Streamed) {
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if (_sound) {
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Game->_soundMgr->removeSound(_sound);
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_sound = NULL;
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}
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delete[] _soundFilename;
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_soundFilename = NULL;
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_sound = Game->_soundMgr->addSound(Filename, Type, Streamed);
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if (_sound) {
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_soundFilename = new char[strlen(Filename) + 1];
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strcpy(_soundFilename, Filename);
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_soundType = Type;
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_soundStreamed = Streamed;
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return S_OK;
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} else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetSoundSimple() {
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_sound = Game->_soundMgr->addSound(_soundFilename, _soundType, _soundStreamed);
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if (_sound) {
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if (_soundPosition) _sound->SetPosition(_soundPosition);
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_sound->SetLooping(_soundLooping);
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_sound->SetPrivateVolume(_soundPrivateVolume);
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_sound->SetLoopStart(_soundLoopStart);
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_sound->_freezePaused = _soundFreezePaused;
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if (_soundPlaying) return _sound->Resume();
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else return S_OK;
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} else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 CBSound::GetLength() {
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if (_sound) return _sound->GetLength();
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else return 0;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::Play(bool Looping) {
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if (_sound) {
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_soundPaused = false;
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return _sound->Play(Looping, _soundPosition);
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} else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::Stop() {
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if (_sound) {
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_soundPaused = false;
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return _sound->Stop();
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} else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::Pause(bool FreezePaused) {
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if (_sound) {
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_soundPaused = true;
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if (FreezePaused) _sound->_freezePaused = true;
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return _sound->Pause();
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} else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::Resume() {
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if (_sound && _soundPaused) {
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_soundPaused = false;
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return _sound->Resume();
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} else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::Persist(CBPersistMgr *PersistMgr) {
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if (PersistMgr->_saving && _sound) {
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_soundPlaying = _sound->IsPlaying();
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_soundLooping = _sound->_looping;
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_soundPrivateVolume = _sound->_privateVolume;
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if (_soundPlaying) _soundPosition = _sound->GetPosition();
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_soundLoopStart = _sound->_loopStart;
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_soundFreezePaused = _sound->_freezePaused;
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}
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if (PersistMgr->_saving) {
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_sFXType = SFX_NONE;
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_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
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}
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PersistMgr->Transfer(TMEMBER(Game));
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PersistMgr->Transfer(TMEMBER(_soundFilename));
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PersistMgr->Transfer(TMEMBER(_soundLooping));
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PersistMgr->Transfer(TMEMBER(_soundPaused));
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PersistMgr->Transfer(TMEMBER(_soundFreezePaused));
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PersistMgr->Transfer(TMEMBER(_soundPlaying));
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PersistMgr->Transfer(TMEMBER(_soundPosition));
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PersistMgr->Transfer(TMEMBER(_soundPrivateVolume));
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PersistMgr->Transfer(TMEMBER(_soundStreamed));
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PersistMgr->Transfer(TMEMBER_INT(_soundType));
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PersistMgr->Transfer(TMEMBER(_soundLoopStart));
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return S_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool CBSound::IsPlaying() {
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return _sound && _sound->IsPlaying();
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}
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//////////////////////////////////////////////////////////////////////////
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bool CBSound::IsPaused() {
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return _sound && _soundPaused;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetPositionTime(uint32 Time) {
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if (!_sound) return E_FAIL;
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_soundPosition = Time;
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HRESULT ret = _sound->SetPosition(_soundPosition);
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if (_sound->IsPlaying()) _soundPosition = 0;
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return ret;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 CBSound::GetPositionTime() {
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if (!_sound) return 0;
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if (!_sound->IsPlaying()) return 0;
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else return _sound->GetPosition();
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetVolume(int Volume) {
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if (!_sound) return E_FAIL;
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else return _sound->SetPrivateVolume(Volume);
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetPrivateVolume(int Volume) {
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if (!_sound) return E_FAIL;
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else return _sound->_privateVolume = Volume;
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}
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//////////////////////////////////////////////////////////////////////////
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int CBSound::GetVolume() {
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if (!_sound) return 0;
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else return _sound->_privateVolume;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetLoopStart(uint32 Pos) {
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if (!_sound) return E_FAIL;
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else {
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_sound->SetLoopStart(Pos);
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return S_OK;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::SetPan(float Pan) {
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if (_sound) return _sound->SetPan(Pan);
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else return E_FAIL;
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBSound::ApplyFX(TSFXType Type, float Param1, float Param2, float Param3, float Param4) {
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if (!_sound) return S_OK;
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if (Type != _sFXType || Param1 != _sFXParam1 || Param2 != _sFXParam2 || Param3 != _sFXParam3 || Param4 != _sFXParam4) {
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HRESULT Ret = _sound->ApplyFX(Type, Param1, Param2, Param3, Param4);
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_sFXType = Type;
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_sFXParam1 = Param1;
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_sFXParam2 = Param2;
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_sFXParam3 = Param3;
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_sFXParam4 = Param4;
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return Ret;
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}
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return S_OK;
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}
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} // end of namespace WinterMute
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