scummvm/engines/agos/sound.h
Travis Howell 2620d6836c Add initial support for Personal Nightmare.
Thanks to dreammaster for file decompression and icon decoding code.

NOTE: setjmp/longjmp code will require conversion for portability.

svn-id: r39216
2009-03-08 08:45:21 +00:00

122 lines
3.2 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 AGOS_SOUND_H
#define AGOS_SOUND_H
#include "sound/audiostream.h"
#include "sound/mixer.h"
#include "agos/intern.h"
#include "common/str.h"
namespace AGOS {
class BaseSound;
class AGOSEngine;
class Sound {
private:
AGOSEngine *_vm;
Audio::Mixer *_mixer;
BaseSound *_voice;
BaseSound *_effects;
bool _effectsPaused;
bool _ambientPaused;
bool _sfx5Paused;
uint16 *_filenums;
uint32 *_offsets;
uint16 _lastVoiceFile;
Audio::SoundHandle _voiceHandle;
Audio::SoundHandle _effectsHandle;
Audio::SoundHandle _ambientHandle;
Audio::SoundHandle _sfx5Handle;
bool _hasEffectsFile;
bool _hasVoiceFile;
uint16 _ambientPlaying;
// Personal Nightmare specfic
byte *_soundQueuePtr;
uint16 _soundQueueNum;
uint32 _soundQueueSize;
uint16 _soundQueueFreq;
public:
Sound(AGOSEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer);
~Sound();
enum TypeFlags {
TYPE_AMBIENT = 1 << 0,
TYPE_SFX = 1 << 1,
TYPE_SFX5 = 1 << 2
};
void loadVoiceFile(const GameSpecificSettings *gss);
void loadSfxFile(const GameSpecificSettings *gss);
void readSfxFile(const char *filename);
void loadSfxTable(Common::File *gameFile, uint32 base);
void readVoiceFile(const char *filename);
void playVoice(uint sound);
void playEffects(uint sound);
void playAmbient(uint sound);
// Personal Nightmare specfic
void handleSound();
void queueSound(byte *ptr, uint16 sound, uint32 size, uint16 freq);
// Elvira 1/2 and Waxworks specific
void playRawData(byte *soundData, uint sound, uint size, uint freq);
// Feeble Files specific
void playAmbientData(byte *soundData, uint sound, uint pan, uint vol);
void playSfxData(byte *soundData, uint sound, uint pan, uint vol);
void playSfx5Data(byte *soundData, uint sound, uint pan, uint vol);
void playSoundData(Audio::SoundHandle *handle, byte *soundData, uint sound, int pan = 0, int vol = 0, bool loop = false);
void playVoiceData(byte *soundData, uint sound);
void switchVoiceFile(const GameSpecificSettings *gss, uint disc);
bool hasVoice() const;
bool isSfxActive() const;
bool isVoiceActive() const;
void stopAllSfx();
void stopSfx();
void stopSfx5();
void stopVoice();
void stopAll();
void effectsPause(bool b);
void ambientPause(bool b);
};
} // End of namespace AGOS
#endif