scummvm/engines/draci/sound.h
2014-02-18 02:39:34 +01:00

228 lines
6.6 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.
*
*/
#ifndef DRACI_SOUND_H
#define DRACI_SOUND_H
#include "common/str.h"
#include "common/file.h"
#include "common/list.h"
#include "audio/mixer.h"
namespace Common {
class Archive;
class SeekableReadStream;
}
namespace Draci {
enum SoundFormat { RAW, RAW80, MP3, OGG, FLAC }; // RAW80 means skip the first 80 bytes
/**
* Represents individual files inside the archive.
*/
struct SoundSample {
uint _offset; // For internal use of LegacySoundArchive
uint _length;
uint _frequency; // Only when _format == RAW or RAW80
SoundFormat _format;
byte *_data; // At most one of these two pointer can be non-NULL
Common::SeekableReadStream* _stream;
SoundSample() : _offset(0), _length(0), _frequency(0), _format(RAW), _data(NULL), _stream(NULL) { }
// The standard copy constructor is good enough, since we only store numbers and pointers.
// Don't call close() automaticall in the destructor, otherwise copying causes SIGSEGV.
void close() {
delete[] _data;
delete _stream;
_data = NULL;
_stream = NULL;
}
};
/**
* An abstract wrapper around archives of sound samples or dubbing.
*/
class SoundArchive {
public:
SoundArchive() { }
virtual ~SoundArchive() { }
/**
* Returns the number of sound samples in the archive. Zero means that
* a fake empty archive has been opened and the caller may consider
* opening a different one, for example with compressed music.
*/
virtual uint size() const = 0;
/**
* Checks whether there is an archive opened. Should be called before reading
* from the archive to check whether opening of the archive has succeeded.
*/
virtual bool isOpen() const = 0;
/**
* Removes cached samples from memory.
*/
virtual void clearCache() = 0;
/**
* Caches a given sample into memory and returns a pointer into it. We
* own the returned pointer, but the user may call .close() on it,
* which deallocates the memory of the actual sample data. If freq is
* nonzero, then the sample is played at a different frequency (only
* works for uncompressed samples).
*/
virtual SoundSample *getSample(int i, uint freq) = 0;
};
/**
* Reads CD.SAM (with dubbing) and CD2.SAM (with sound samples) from the
* original game. Caches all read samples in a thread-safe manner.
*/
class LegacySoundArchive : public SoundArchive {
public:
LegacySoundArchive(const char *path, uint defaultFreq) :
_path(NULL), _samples(NULL), _sampleCount(0), _defaultFreq(defaultFreq), _opened(false), _f(NULL) {
openArchive(path);
}
virtual ~LegacySoundArchive() { closeArchive(); }
void openArchive(const char *path);
void closeArchive();
virtual uint size() const { return _sampleCount; }
virtual bool isOpen() const { return _opened; }
virtual void clearCache();
virtual SoundSample *getSample(int i, uint freq);
private:
const char *_path; ///< Path to file
SoundSample *_samples; ///< Internal array of files
uint _sampleCount; ///< Number of files in archive
uint _defaultFreq; ///< The default sampling frequency of the archived samples
bool _opened; ///< True if the archive is opened, false otherwise
Common::File *_f; ///< Opened file
};
/**
* Reads ZIP archives with uncompressed files containing lossy-compressed
* samples in arbitrary format. Doesn't do any real caching and is
* thread-safe.
*/
class ZipSoundArchive : public SoundArchive {
public:
ZipSoundArchive() : _archive(NULL), _path(NULL), _extension(NULL), _format(RAW), _sampleCount(0), _defaultFreq(0), _cache() { }
virtual ~ZipSoundArchive() { closeArchive(); }
void openArchive(const char *path, const char *extension, SoundFormat format, int raw_frequency = 0);
void closeArchive();
virtual uint size() const { return _sampleCount; }
virtual bool isOpen() const { return _archive != NULL; }
virtual void clearCache();
virtual SoundSample *getSample(int i, uint freq);
private:
Common::Archive *_archive;
const char *_path;
const char *_extension;
SoundFormat _format;
uint _sampleCount;
uint _defaultFreq;
// Since we typically play at most 1 dubbing at a time, we could get
// away with having just 1 record allocated and reusing it each time.
// However, that would be thread-unsafe if two samples were played.
// Although the player does not do that, it is nicer to allow for it in
// principle. For each dubbed sentence, we allocate a new record in
// the following link-list, which is cleared during each location
// change. The dubbed samples themselves are manually deallocated
// after they end.
Common::List<SoundSample> _cache;
};
#define SOUND_HANDLES 10
enum sndHandleType {
kFreeHandle,
kEffectHandle,
kVoiceHandle
};
struct SndHandle {
Audio::SoundHandle handle;
sndHandleType type;
};
// Taken from engines/saga/sound.h and simplified (in particular, removed
// decompression until we support compressed files too).
class Sound {
public:
Sound(Audio::Mixer *mixer);
~Sound() {}
uint playSound(const SoundSample *buffer, int volume, bool loop);
void pauseSound();
void resumeSound();
void stopSound();
bool isMutedSound() const { return _muteSound; }
uint playVoice(const SoundSample *buffer);
void pauseVoice();
void resumeVoice();
void stopVoice();
bool isMutedVoice() const { return _muteVoice; }
void stopAll() { stopVoice(); stopSound(); }
void setVolume();
bool showSubtitles() const { return _showSubtitles; }
int talkSpeed() const { return _talkSpeed; }
private:
// Returns the length of the sound sample in miliseconds.
uint playSoundBuffer(Audio::SoundHandle *handle, const SoundSample &buffer, int volume,
sndHandleType handleType, bool loop);
SndHandle *getHandle();
Audio::Mixer *_mixer;
bool _muteSound;
bool _muteVoice;
bool _showSubtitles;
int _talkSpeed;
SndHandle _handles[SOUND_HANDLES];
};
} // End of namespace Draci
#endif // DRACI_SOUND_H