mirror of
https://github.com/libretro/scummvm.git
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137 lines
3.5 KiB
C++
137 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SWORD1_SOUND_H
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#define SWORD1_SOUND_H
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#include "sword1/object.h"
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#include "sword1/sworddefs.h"
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#include "common/file.h"
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#include "common/util.h"
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#include "common/random.h"
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#include "audio/mixer.h"
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namespace Audio {
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class Mixer;
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}
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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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Audio::SoundHandle 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 SampleId {
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byte cluster;
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byte idStd;
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byte idWinDemo;
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};
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struct FxDef {
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SampleId sampleId;
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uint32 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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enum CowMode {
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CowWave = 0,
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CowFLAC,
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CowVorbis,
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CowMP3,
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CowDemo,
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CowPSX
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};
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class Sound {
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public:
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Sound(Audio::Mixer *mixer, ResMan *pResMan);
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~Sound();
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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();
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void closeCowSystem();
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bool startSpeech(uint16 roomNo, uint16 localNo);
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bool speechFinished();
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void stopSpeech();
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bool amISpeaking();
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void fnStopFx(int32 fxNo);
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int addToQueue(int32 fxNo);
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void engine();
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void checkSpeechFileEndianness();
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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();
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uint32 getSampleId(int32 fxNo);
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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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Common::File _cowFile;
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uint32 *_cowHeader;
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uint32 _cowHeaderSize;
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uint8 _currentCowFile;
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CowMode _cowMode;
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Audio::SoundHandle _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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Audio::Mixer *_mixer;
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ResMan *_resMan;
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bool _bigEndianSpeech;
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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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