scummvm/engines/grim/sound.cpp
Christian Krause e8149beccc EMI: Implement ImStateHasLooped
The implementation is necessary to switch between various music tracks
in Knuttin Town.
2013-12-11 22:50:56 +01:00

149 lines
4.1 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
*/
#include "engines/grim/grim.h"
#include "engines/grim/imuse/imuse.h"
#include "engines/grim/emi/sound/emisound.h"
#include "engines/grim/sound.h"
namespace Grim {
SoundPlayer *g_sound = NULL;
SoundPlayer::SoundPlayer() {
// TODO: Replace this with g_emiSound when we get a full working sound-system for more than voices.
if (g_grim->getGameType() == GType_MONKEY4)
_emiSound = new EMISound();
else
_emiSound = NULL;
}
SoundPlayer::~SoundPlayer() {
delete _emiSound;
}
bool SoundPlayer::startVoice(const char *soundName, int volume, int pan) {
if (g_grim->getGameType() == GType_GRIM)
return g_imuse->startVoice(soundName, volume, pan);
else
return _emiSound->startVoice(soundName, volume, pan);
}
bool SoundPlayer::getSoundStatus(const char *soundName) {
if (g_grim->getGameType() == GType_GRIM)
return g_imuse->getSoundStatus(soundName);
else
return _emiSound->getSoundStatus(soundName);
}
void SoundPlayer::stopSound(const char *soundName) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->stopSound(soundName);
return;
} else {
_emiSound->stopSound(soundName);
}
}
int32 SoundPlayer::getPosIn16msTicks(const char *soundName) {
if (g_grim->getGameType() == GType_GRIM)
return g_imuse->getPosIn16msTicks(soundName);
else
return _emiSound->getPosIn16msTicks(soundName);
}
void SoundPlayer::setVolume(const char *soundName, int volume) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->setVolume(soundName, volume);
} else {
_emiSound->setVolume(soundName, volume);
}
}
void SoundPlayer::setPan(const char *soundName, int pan) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->setPan(soundName, pan);
} else {
_emiSound->setPan(soundName, pan);
}
}
void SoundPlayer::setMusicState(int stateId) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->setMusicState(stateId);
} else {
_emiSound->setMusicState(stateId);
}
}
void SoundPlayer::restoreState(SaveGame *savedState) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->restoreState(savedState);
} else {
_emiSound->restoreState(savedState);
}
}
void SoundPlayer::saveState(SaveGame *savedState) {
if (g_grim->getGameType() == GType_GRIM) {
g_imuse->saveState(savedState);
} else {
_emiSound->saveState(savedState);
}
}
// EMI-only
uint32 SoundPlayer::getMsPos(int stateId) {
assert(_emiSound); // This shouldn't ever be called from Grim.
return _emiSound->getMsPos(stateId);
}
void SoundPlayer::selectMusicSet(int setId) {
assert(_emiSound);
return _emiSound->selectMusicSet(setId);
}
void SoundPlayer::pushState() {
assert(_emiSound); // This shouldn't ever be called from Grim.
return _emiSound->pushStateToStack();
}
void SoundPlayer::popState() {
assert(_emiSound); // This shouldn't ever be called from Grim.
return _emiSound->popStateFromStack();
}
void SoundPlayer::flushStack() {
assert(_emiSound); // This shouldn't ever be called from Grim.
return _emiSound->flushStack();
}
bool SoundPlayer::stateHasLooped(int stateId) {
assert(_emiSound); // This shouldn't ever be called from Grim.
if (g_grim->getGameType() == GType_MONKEY4) {
return _emiSound->stateHasLooped(stateId);
}
return false;
}
} // end of namespace Grim