scummvm/scumm/sound.h
Travis Howell d4ba67a497 Use correct music offsets for HE games, only a few demos use wrong tunes now.
Get all music details for HE games from one function only.

svn-id: r17662
2005-04-18 07:18:33 +00:00

152 lines
3.7 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2002-2005 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#ifndef SOUND_H
#define SOUND_H
#include "common/scummsys.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
class File;
namespace Scumm {
class ScummEngine;
class ScummFile;
struct MP3OffsetTable;
struct SaveLoadEntry;
enum {
kTalkSoundID = 10000
};
class Sound {
#ifdef __PALM_OS__
public:
#else
protected:
#endif
enum SoundMode {
kVOCMode,
kMP3Mode,
kVorbisMode,
kFlacMode
};
#ifdef __PALM_OS__
protected:
#endif
ScummEngine *_vm;
int16 _soundQuePos, _soundQue[0x100];
int16 _soundQue2Pos;
struct {
int16 sound;
int32 offset;
int16 channel;
int16 flags;
} _soundQue2[10];
ScummFile *_sfxFile;
SoundMode _soundMode;
MP3OffsetTable *_offsetTable; // For compressed audio
int _numSoundEffects; // For compressed audio
uint32 _talk_sound_a1, _talk_sound_a2, _talk_sound_b1, _talk_sound_b2;
byte _talk_sound_mode, _talk_sound_channel;
bool _mouthSyncMode;
bool _endOfMouthSync;
uint16 _mouthSyncTimes[64];
uint _curSoundPos;
int _overrideFreq;
int16 _currentCDSound;
int16 _currentMusic;
public:
SoundHandle _talkChannelHandle; // Handle of mixer channel actor is talking on
SoundHandle _heSoundChannels[8];
bool _soundsPaused;
byte _sfxMode;
public:
Sound(ScummEngine *parent);
~Sound();
void addSoundToQueue(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
void addSoundToQueue2(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
void processSoundQues();
void setOverrideFreq(int freq);
void playSound(int soundID, int heOffset, int heChannel, int heFlags);
void startTalkSound(uint32 offset, uint32 b, int mode, SoundHandle *handle = NULL);
void stopTalkSound();
bool isMouthSyncOff(uint pos);
int getSoundElapsedTime(int sound) const;
int isSoundRunning(int sound) const;
bool isSoundInUse(int sound) const;
void stopSound(int sound);
void stopAllSounds();
void soundKludge(int *list, int num);
void talkSound(uint32 a, uint32 b, int mode, int channel = 0);
void setupSound();
void pauseSounds(bool pause);
void startCDTimer();
void stopCDTimer();
void playCDTrack(int track, int numLoops, int startFrame, int duration);
void stopCD();
int pollCD() const;
void updateCD();
int getCurrentCDSound() const { return _currentCDSound; }
void getHEMusicDetails(int id, int &musicOffs, int &musicSize);
// Used by the save/load system:
const SaveLoadEntry *getSaveLoadEntries();
protected:
ScummFile *openSfxFile();
bool isSfxFinished() const;
void processSfxQueues();
bool isSoundInQueue(int sound) const;
};
/**
* An audio stream to which additional data can be appended on-the-fly.
* Used by SMUSH and iMuseDigital.
*/
class AppendableAudioStream : public AudioStream {
public:
virtual void append(const byte *data, uint32 len) = 0;
virtual void finish() = 0;
};
AppendableAudioStream *makeAppendableAudioStream(int rate, byte _flags, uint32 len);
} // End of namespace Scumm
#endif