scummvm/engines/dragons/vabsound.h
2022-04-16 14:25:51 +03:00

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