mirror of
https://github.com/libretro/scummvm.git
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59654b1719
svn-id: r11775
97 lines
2.7 KiB
C++
97 lines
2.7 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#ifndef BSSOUND_H
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#define BSSOUND_H
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#include "object.h"
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#include "sworddefs.h"
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#include "common/file.h"
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#include "sound/mixer.h"
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#include "common/util.h"
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#define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c)
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#define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list
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#define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together
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#define FX_SPOT 1
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#define FX_LOOP 2
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#define FX_RANDOM 3
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struct QueueElement {
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uint32 id, delay;
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PlayingSoundHandle handle;
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};
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struct RoomVol {
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int32 roomNo, leftVol, rightVol;
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};
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struct FxDef {
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uint32 sampleId, type, delay;
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RoomVol roomVolList[MAX_ROOMS_PER_FX];
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};
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class SoundMixer;
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class ResMan;
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class SwordSound {
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public:
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SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan);
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~SwordSound(void);
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void quitScreen(void);
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bool startSpeech(uint16 roomNo, uint16 localNo); // this should work more or less.
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// Maybe we'll need a delay of 3 gameCycles.
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bool speechFinished(void);
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void stopSpeech();
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bool amISpeaking(void); // this is supposed to return if the sounddata is near the ending or very silent...
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void fnStopFx(int32 fxNo);
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void clearAllFx(void);
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int addToQueue(int32 fxNo);
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void engine(void);
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private:
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void playSample(QueueElement *elem);
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void initCowSystem(void);
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void closeCowSysten(void);
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uint32 uncompressedSize(uint8 *data);
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uint32 expandSpeech(void *src, void *dest, uint32 srcSize);
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File _cowFile;
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uint32 *_cowHeader;
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uint32 _cowHeaderSize;
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PlayingSoundHandle _speechHandle, _fxHandle;
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Common::RandomSource _rnd;
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QueueElement _fxQueue[MAX_FXQ_LENGTH];
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uint8 _endOfQueue;
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SoundMixer *_mixer;
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ResMan *_resMan;
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char _filePath[100];
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static const char _musicList[270];
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static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
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static const FxDef _fxList[312];
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};
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#endif //BSSOUND_H
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