mirror of
https://github.com/libretro/scummvm.git
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cf0a73f913
the process, except for SwordEngine. Some minor cleanups along the wa, e.g. stdafx.h already includes <stdio.h>, <stdlib.h> and <math.h> so there shouldn't be any need to do it elsewhere. svn-id: r12320
112 lines
3.1 KiB
C++
112 lines
3.1 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2003-2004 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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class SoundMixer;
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namespace Sword1 {
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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 ResMan;
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#define WAVE_VOL_TAB_LENGTH 480
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#define WAVE_VOL_THRESHOLD 190000 //120000
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class Sound {
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public:
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Sound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan);
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~Sound(void);
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void setSpeechVol(uint8 volL, uint8 volR) { _speechVolL = volL; _speechVolR = volR; };
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void setSfxVol(uint8 volL, uint8 volR) { _sfxVolL = volL; _sfxVolR = volR; };
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void giveSpeechVol(uint8 *volL, uint8 *volR) { *volL = _speechVolL; *volR = _speechVolR; };
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void giveSfxVol(uint8 *volL, uint8 *volR) { *volL = _sfxVolL; *volR = _sfxVolR; };
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void newScreen(uint32 screen);
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void quitScreen(void);
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void closeCowSystem(void);
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bool startSpeech(uint16 roomNo, uint16 localNo);
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bool speechFinished(void);
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void stopSpeech();
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bool amISpeaking(void);
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void fnStopFx(int32 fxNo);
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int addToQueue(int32 fxNo);
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void engine(void);
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private:
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uint8 _sfxVolL, _sfxVolR, _speechVolL, _speechVolR;
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void playSample(QueueElement *elem);
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void initCowSystem(void);
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int16 *uncompressSpeech(uint32 index, uint32 cSize, uint32 *size);
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void calcWaveVolume(int16 *data, uint32 length);
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bool _waveVolume[WAVE_VOL_TAB_LENGTH];
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uint16 _waveVolPos;
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File _cowFile;
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uint32 *_cowHeader;
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uint32 _cowHeaderSize;
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uint8 _currentCowFile;
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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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} // End of namespace Sword1
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#endif //BSSOUND_H
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