scummvm/sound/mixer.h

288 lines
6.9 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 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_MIXER_H
#define SOUND_MIXER_H
#include "stdafx.h"
#include "common/scummsys.h"
#include "common/mutex.h"
class AudioStream;
class Channel;
class File;
class OSystem;
class PlayingSoundHandle {
friend class Channel;
friend class SoundMixer;
int val;
int getIndex() const { return val - 1; }
void setIndex(int i) { val = i + 1; }
void resetIndex() { val = 0; }
public:
PlayingSoundHandle() { resetIndex(); }
bool isActive() const { return val > 0; }
};
class SoundMixer {
public:
enum {
/** unsigned samples (default: signed) */
FLAG_UNSIGNED = 1 << 0,
/** sound is 16 bits wide (default: 8bit) */
FLAG_16BITS = 1 << 1,
/** sample is little endian (default: big endian) */
FLAG_LITTLE_ENDIAN = 1 << 2,
/** sound is in stereo (default: mono) */
FLAG_STEREO = 1 << 3,
/** reverse the left and right stereo channel */
FLAG_REVERSE_STEREO = 1 << 4,
/** sound buffer is freed automagically at the end of playing */
FLAG_AUTOFREE = 1 << 5,
/** loop the audio */
FLAG_LOOP = 1 << 6
};
enum SoundType {
kPlainAudioDataType = 0,
kMusicAudioDataType = 1,
kSFXAudioDataType = 2,
kSpeechAudioDataType = 3
};
enum {
kMaxChannelVolume = 255,
kMaxMixerVolume = 256
};
private:
enum {
NUM_CHANNELS = 16
};
OSystem *_syst;
Common::MutexRef _mutex;
Channel *_premixChannel;
uint _outputRate;
int _volumeForSoundType[4];
bool _paused;
Channel *_channels[NUM_CHANNELS];
bool _mixerReady;
public:
SoundMixer();
~SoundMixer();
/**
* Is the mixer ready and setup? This may not be the case on systems which
* don't support digital sound output. In that case, the mixer proc may
* never be called. That in turn can cause breakage in games which use the
* premix callback for syncing. In particular, the Adlib MIDI emulation...
*
* @return whether the mixer is ready and setup
*/
bool isReady() const { return _mixerReady; };
/**
* Set the premix stream. This is mainly used for the adlib music, but
* is not limited to it. The premix stream is invoked by the mixer whenever
* it needs to generate any data, before any other mixing takes place.
*/
void setupPremix(AudioStream *stream, SoundType type = kPlainAudioDataType);
/**
* Start playing the given raw sound data.
* Internally, this simply creates an audio input stream wrapping the data
* (using the makeLinearInputStream factory function), which is then
* passed on to playInputStream.
*/
void playRaw(PlayingSoundHandle *handle,
void *sound, uint32 size, uint rate, byte flags,
int id = -1, byte volume = 255, int8 balance = 0,
uint32 loopStart = 0, uint32 loopEnd = 0,
SoundType type = kSFXAudioDataType);
/**
* Start playing the given audio input stream.
*/
void playInputStream(SoundType type, PlayingSoundHandle *handle, AudioStream *input,
int id = -1, byte volume = 255, int8 balance = 0,
bool autofreeStream = true, bool permanent = false);
/**
* Stop all currently playing sounds.
*/
void stopAll(bool force = false);
/**
* Stop playing the sound with given ID.
*
* @param id the ID of the sound to affect
*/
void stopID(int id);
/**
* Stop playing the sound corresponding to the given handle.
*
* @param handle the sound to affect
*/
void stopHandle(PlayingSoundHandle handle);
/**
* Pause/unpause the mixer (this temporarily stops all audio processing,
* including all regular channels and the premix channel).
*
* @param paused true to pause the mixer, false to unpause it
*/
void pauseAll(bool paused);
/**
* Pause/unpause the sound with the given ID.
*
* @param id the ID of the sound to affect
* @param paused true to pause the sound, false to unpause it
*/
void pauseID(int id, bool paused);
/**
* Pause/unpause the sound corresponding to the given handle.
*
* @param handle the sound to affect
* @param paused true to pause the sound, false to unpause it
*/
void pauseHandle(PlayingSoundHandle handle, bool paused);
/**
* Check if a sound with the given ID is active.
*
* @param id the ID of the sound to query
* @return true if the sound is active
*/
bool isSoundIDActive(int id);
/**
* Check if the mixer is paused (using pauseAll).
*
* @return true if the mixer is paused
*/
bool isPaused();
/**
* Set the channel volume for the given handle.
*
* @param handle the sound to affect
* @param volume the new channel volume (0 - 255)
*/
void setChannelVolume(PlayingSoundHandle handle, byte volume);
/**
* Set the channel balance for the given handle.
*
* @param handle the sound to affect
* @param balance the new channel balance:
* (-127 ... 0 ... 127) corresponds to (left ... center ... right)
*/
void setChannelBalance(PlayingSoundHandle handle, int8 balance);
/**
* Get approximation of for how long the channel has been playing.
*/
uint32 getSoundElapsedTime(PlayingSoundHandle handle);
/**
* Check whether any channel of the given sound type is active.
* For example, this can be used to check whether any SFX sound
* is currently playing, by checking for type kSFXAudioDataType.
*
* @param type the sound type to look for
* @return true if any channels of the specified type are active.
*/
bool hasActiveChannelOfType(SoundType type);
/**
* Set the volume for the given sound type.
*
* @param volume the new global volume, 0-256
*/
void setVolumeForSoundType(SoundType type, int volume);
/**
* Query the global volume.
*
* @return the global music volume, 0-256
*/
int getVolumeForSoundType(SoundType type) const;
/**
* Query the system's audio output sample rate. This returns
* the same value as OSystem::getOutputSampleRate().
*
* @return the output sample rate in Hz
*/
uint getOutputRate() const { return _outputRate; }
private:
void insertChannel(PlayingSoundHandle *handle, Channel *chan);
/**
* Internal main method -- all the actual mixing work is done from here.
*/
void mix(int16 * buf, uint len);
/**
* The mixer callback function, passed on to OSystem::setSoundCallback().
* This simply calls the mix() method.
*/
static void mixCallback(void *s, byte *samples, int len);
};
#endif