mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-08 19:00:57 +00:00
202 lines
4.9 KiB
C++
202 lines
4.9 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 MOHAWK_RIVEN_SOUND_H
|
|
#define MOHAWK_RIVEN_SOUND_H
|
|
|
|
#include "common/array.h"
|
|
#include "common/str.h"
|
|
|
|
#include "audio/mixer.h"
|
|
|
|
namespace Audio {
|
|
class RewindableAudioStream;
|
|
}
|
|
|
|
namespace Mohawk {
|
|
|
|
class MohawkEngine_Riven;
|
|
class RivenSound;
|
|
|
|
/**
|
|
* Ambient sound list
|
|
*/
|
|
struct SLSTRecord {
|
|
uint16 index;
|
|
Common::Array<uint16> soundIds;
|
|
uint16 fadeFlags;
|
|
uint16 loop;
|
|
uint16 globalVolume;
|
|
uint16 u0;
|
|
uint16 suspend;
|
|
Common::Array<uint16> volumes;
|
|
Common::Array<int16> balances;
|
|
Common::Array<uint16> u2;
|
|
};
|
|
|
|
/**
|
|
* Sound manager for Riven
|
|
*
|
|
* The sound manager can play simulteaneously:
|
|
* - An effect sound
|
|
* - A list of ambient sounds
|
|
*
|
|
* The list of ambient sounds can be cross faded
|
|
* with the previously running ambient sounds.
|
|
*/
|
|
class RivenSoundManager {
|
|
public:
|
|
explicit RivenSoundManager(MohawkEngine_Riven *vm);
|
|
~RivenSoundManager();
|
|
|
|
/**
|
|
* Play an effect sound
|
|
*
|
|
* @param id Sound ID in the stack
|
|
* @param volume Playback volume, between 0 and 255
|
|
* @param playOnDraw Start playing when the current card is drawn instead of immediately
|
|
*/
|
|
void playSound(uint16 id, uint16 volume = 255, bool playOnDraw = false);
|
|
|
|
/** Play an effect sound by its resource name */
|
|
void playCardSound(const Common::String &name, uint16 volume = 255, bool playOnDraw = false);
|
|
|
|
/** Start playing the scheduled on-draw effect sound, if any. Called by the GraphicsManager. */
|
|
void triggerDrawSound();
|
|
|
|
/** Is an effect sound currently playing? */
|
|
bool isEffectPlaying() const;
|
|
|
|
/** Stop playing the current effect sound, if any */
|
|
void stopSound();
|
|
|
|
/** Start playing an ambient sound list */
|
|
void playSLST(const SLSTRecord &slstRecord);
|
|
|
|
/** Stop playing the current ambient sounds */
|
|
void stopAllSLST(bool fade = false);
|
|
|
|
/** Update the ambient sounds for fading. Called once per frame. */
|
|
void updateSLST();
|
|
|
|
private:
|
|
struct AmbientSound {
|
|
RivenSound *sound;
|
|
uint16 targetVolume;
|
|
int16 targetBalance;
|
|
|
|
AmbientSound();
|
|
};
|
|
|
|
struct AmbientSoundList {
|
|
bool fading;
|
|
bool suspend;
|
|
Common::Array<AmbientSound> sounds;
|
|
|
|
AmbientSoundList();
|
|
};
|
|
|
|
enum FadeFlags {
|
|
kFadeOutPreviousSounds = 1,
|
|
kFadeInNewSounds = 2
|
|
};
|
|
|
|
MohawkEngine_Riven *_vm;
|
|
|
|
int16 _mainAmbientSoundId;
|
|
AmbientSoundList _ambientSounds;
|
|
AmbientSoundList _previousAmbientSounds;
|
|
uint32 _nextFadeUpdate;
|
|
|
|
RivenSound *_effect;
|
|
bool _effectPlayOnDraw;
|
|
|
|
Audio::RewindableAudioStream *makeAudioStream(uint16 id);
|
|
|
|
// Ambient sound management
|
|
void addAmbientSounds(const SLSTRecord &record);
|
|
void playAmbientSounds();
|
|
void pauseAmbientSounds();
|
|
void moveAmbientSoundsToPreviousSounds();
|
|
void freePreviousAmbientSounds();
|
|
|
|
// Ambient sound fading
|
|
void setTargetVolumes(const SLSTRecord &record);
|
|
void applyTargetVolumes();
|
|
void startFadingAmbientSounds(uint16 flags);
|
|
void fadeAmbientSoundList(AmbientSoundList &list);
|
|
bool fadeVolume(AmbientSound &ambientSound);
|
|
bool fadeBalance(AmbientSound &ambientSound);
|
|
void setAmbientLooping(bool loop);
|
|
};
|
|
|
|
/**
|
|
* A sound used internally by the SoundManager
|
|
*/
|
|
class RivenSound {
|
|
public:
|
|
RivenSound(MohawkEngine_Riven *vm, Audio::RewindableAudioStream *rewindStream, Audio::Mixer::SoundType mixerType);
|
|
~RivenSound();
|
|
|
|
/** Start playing the sound stream passed to the constructor */
|
|
void play();
|
|
|
|
/** Is the sound currently playing ar paused? */
|
|
bool isPlaying() const;
|
|
|
|
/** Pause the playback, the play method resumes */
|
|
void pause();
|
|
|
|
/** Get the current volume */
|
|
uint16 getVolume() const;
|
|
|
|
/** Change the playback volume */
|
|
void setVolume(uint16 volume);
|
|
|
|
/** Get the current balance */
|
|
int16 getBalance() const;
|
|
|
|
/** Change the balance */
|
|
void setBalance(int16 balance);
|
|
|
|
/** Set the sound to indefinitely loop. Must be called before starting the playback */
|
|
void setLooping(bool loop);
|
|
|
|
private:
|
|
static byte convertVolume(uint16 volume);
|
|
static int8 convertBalance(int16 balance);
|
|
|
|
MohawkEngine_Riven *_vm;
|
|
|
|
Audio::SoundHandle _handle;
|
|
Audio::Mixer::SoundType _mixerType;
|
|
Audio::RewindableAudioStream *_stream;
|
|
|
|
uint16 _volume;
|
|
int16 _balance;
|
|
bool _looping;
|
|
};
|
|
|
|
} // End of namespace Mohawk
|
|
|
|
#endif
|