mirror of
https://github.com/libretro/scummvm.git
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ec16ebbf96
This reverts commit c59df76164
.
140 lines
3.0 KiB
C++
140 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef DRAGONS_VABSOUND_H
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#define DRAGONS_VABSOUND_H
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#include "common/scummsys.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Audio {
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class AudioStream;
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}
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namespace Dragons {
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class DragonsEngine;
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#define DRAGONS_VAB_NUM_PROG_ATTRS 128
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struct VabHeader {
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char magic[4];
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uint32 version;
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uint32 vabId;
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uint32 waveformSize;
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uint16 reserved0;
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uint16 numPrograms;
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uint16 numTones;
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uint16 numVAG;
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uint8 masterVolume;
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uint8 masterPan;
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uint8 bankAttr1;
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uint8 bankAttr2;
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uint32 reserved1;
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};
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struct VabProgramAttr {
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uint8 tones;
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uint8 mvol;
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uint8 prior;
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uint8 mode;
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uint8 mpan;
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uint8 reserved0;
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uint16 attr;
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uint32 reserved1;
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uint32 reserved2;
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};
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struct VabToneAttr {
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uint8 prior;
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uint8 mode;
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uint8 vol;
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uint8 pan;
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uint8 center;
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uint8 shift;
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uint8 min;
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uint8 max;
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uint8 vibW;
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uint8 vibT;
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uint8 porW;
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uint8 porT;
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uint8 pbmin;
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uint8 pbmax;
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uint8 reserved1;
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uint8 reserved2;
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uint16 adsr1;
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uint16 adsr2;
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int16 prog;
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int16 vag;
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int16 reserved[4];
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};
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class VabSound {
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public:
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/**
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* Creates a VAB file with both header and body (*.MSF). VabSound will dispose msfData
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* @param data
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*/
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VabSound(Common::SeekableReadStream* msfData, const DragonsEngine *_vm);
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/**
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* Creates a VAB file with separate header and body (*.VH and *.VB). VabSound will dispose vhData & vbData
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*
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* @param dataHeader
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* @param dataBody
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*/
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VabSound(Common::SeekableReadStream* vhData, Common::SeekableReadStream* vbData);
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~VabSound();
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bool hasSound(uint16 program, uint16 key);
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Audio::AudioStream *getAudioStream(uint16 program, uint16 key);
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private:
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byte *_vbData;
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VabHeader _header;
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VabProgramAttr _programAttrs[DRAGONS_VAB_NUM_PROG_ATTRS];
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VabToneAttr *_toneAttrs;
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uint32 _vagSizes[0x100];
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uint32 _vagOffsets[0x100];
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void loadHeader(Common::SeekableReadStream *vhData);
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void loadProgramAttributes(Common::SeekableReadStream *vhData);
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void loadToneAttributes(Common::SeekableReadStream *vhData);
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int16 getVagID(uint16 program, uint16 key);
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int16 getBaseToneKey(uint16 program, uint16 key);
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int getAdjustedSampleRate(int16 desiredKey, int16 baseToneKey);
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};
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} // End of namespace Dragons
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#endif //DRAGONS_VABSOUND_H
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