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29a5c6a45b
- Start rewriting audio code for FM-TOWNS versions of Loom, Indy3 and Monkey Island 1 using the recently added code in towns_audio.cpp (Zak should work the same way, but I can't test, since I don't own that one). - All sound types (pcm, euphony and cd audio) now support volume and balance control (e.g. try walking into/out of the kitchen and opening/closing the door in the Scumm Bar in Monkey Island 1 or walking into/out of the circus tent). - Pcm sounds now support proper loop start/end and note offsets (e.g. try out the hammer sound in the forge in LOOM for example). - some other minor improvements - The FM-Towns versions of Indy 4 and Monkey Island 2 are not affected. I don't have Monkey Island 2, but I presume that it will work like Indy 4. Adding support for these will be a separate task, since they work quite differently. svn-id: r52198
121 lines
3.0 KiB
C++
121 lines
3.0 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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* $URL$
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* $Id$
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*
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*/
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#ifndef SCUMM_PLAYER_TOWNS_H
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#define SCUMM_PLAYER_TOWNS_H
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#include "scumm/scumm.h"
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#include "scumm/music.h"
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#include "sound/softsynth/fmtowns_pc98/towns_euphony.h"
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namespace Scumm {
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class Player_Towns : public MusicEngine {
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public:
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Player_Towns(ScummEngine *vm, Audio::Mixer *mixer);
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virtual ~Player_Towns();
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bool init();
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void setMusicVolume(int vol);
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void setSfxVolume(int vol);
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void startSound(int sound);
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void stopSound(int sound);
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void stopAllSounds();
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int getSoundStatus(int sound) const;
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int getCurrentCdaSound() { return _cdaCurrentSound; }
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int getCurrentCdaVolume() { return (_cdaVolLeft + _cdaVolRight + 1) >> 1; }
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virtual int32 doCommand(int numargs, int args[]);
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void setVolumeCD(int left, int right);
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void setSoundVolume(int sound, int left, int right);
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void setSoundNote(int sound, int note);
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void saveLoadWithSerializer(Serializer *ser);
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void restoreAfterLoad();
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TownsEuphonyDriver *driver() { return _driver; }
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protected:
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virtual int getNextFreePcmChannel(int sound, int sfxChanRelIndex);
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private:
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void restartLoopingSounds();
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void startSoundEx(int sound, int velo, int pan, int note);
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void stopSoundSuspendLooping(int sound);
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void playEuphonyTrack(int sound, const uint8 *data);
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void playPcmTrack(int sound, const uint8 *data, int velo = 0, int pan = 64, int note = 0);
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void playCdaTrack(int sound, const uint8 *data, bool skipTrackVelo = false);
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void stopPcmTrack(int sound);
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uint8 _cdaVolLeft;
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uint8 _cdaVolRight;
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struct SoundOvrParameters {
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uint8 vLeft;
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uint8 vRight;
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uint8 note;
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};
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SoundOvrParameters *_soundOverride;
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SoundOvrParameters _ovrCur;
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uint8 _unkFlags;
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struct PcmCurrentSound {
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uint16 index;
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uint16 chan;
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uint8 note;
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uint8 velo;
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uint8 pan;
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uint8 paused;
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uint8 looping;
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uint32 priority;
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} _pcmCurrentSound[9];
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uint8 _eupCurrentSound;
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uint8 _eupLooping;
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uint8 _eupVolLeft;
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uint8 _eupVolRight;
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uint8 _cdaCurrentSound;
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uint8 _cdaNumLoops;
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uint8 _cdaForceRestart;
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uint8 _cdaCurrentSoundTemp;
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uint8 _cdaNumLoopsTemp;
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TownsEuphonyDriver *_driver;
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ScummEngine *_vm;
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};
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} // End of namespace Scumm
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#endif
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