antoniou79 c9016cb2f2 BLADERUNNER: Notes and minor fixes for sound
Also added a dedicated debugSound channel for debugging

Fixes include closer conformance to original code (for entering/exiting ESPER and VK), and a change in assigning a track slot to a new track with priority equal to the lowest existing (it will now take the place of the old stored track). Also Music::adjustVolume() now takes the target volume as argument and stores it in the track volume field similar to how Music::adjustPan works.
2023-04-24 09:43:51 +03:00

110 lines
3.6 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 BLADERUNNER_MUSIC_H
#define BLADERUNNER_MUSIC_H
#include "common/mutex.h"
#include "common/str.h"
#include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_BUGS and BLADERUNNER_ORIGINAL_SETTINGS symbols
namespace BladeRunner {
class AudStream;
class BladeRunnerEngine;
class SaveFileReadStream;
class SaveFileWriteStream;
class Music {
struct Track {
Common::String name;
int volume; // A value in [0, 100] - It is the set (target) volume for the track regardless of fadeIn and fadeOut transitions
int pan; // A value in [-100, 100]. -100 is left, 100 is right and 0 is center - It is the set (target) pan/balance for the track regardless of any ongoing adjustments
int32 timeFadeInSeconds; // how long will it take for the track to reach target volume (in seconds)
int32 timePlaySeconds; // how long the track will play before starting fading out (in seconds) - uses timeFadeOutSeconds for fadeout
// -1: Special value for playing the whole track
int loop; // values from enum MusicTrackLoop (see game_constants.h)
int32 timeFadeOutSeconds; // how long the fade out will be for the track at its end (in seconds)
};
BladeRunnerEngine *_vm;
Common::Mutex _mutex;
int _musicVolumeFactorOriginalEngine; // should be in [0, 100]
int _channel;
bool _isNextPresent;
bool _isPlaying;
bool _isPaused;
Track _current;
Track _next;
byte *_data;
AudStream *_stream;
public:
Music(BladeRunnerEngine *vm);
~Music();
bool play(const Common::String &trackName, int volume, int pan, int32 timeFadeInSeconds, int32 timePlaySeconds, int loop, int32 timeFadeOutSeconds);
void stop(uint32 delaySeconds);
void adjust(int volume, int pan, uint32 delaySeconds);
bool isPlaying();
void setVolume(int volume);
int getVolume() const;
void playSample();
void save(SaveFileWriteStream &f);
void load(SaveFileReadStream &f);
#if !BLADERUNNER_ORIGINAL_BUGS
// moved to public access
void fadeOut();
void next();
#endif // !BLADERUNNER_ORIGINAL_BUGS
private:
void reset();
#if BLADERUNNER_ORIGINAL_BUGS
void adjustVolume(int adjustedVolume, uint32 delaySeconds);
#else
void adjustVolume(int volume, uint32 delaySeconds);
#endif // BLADERUNNER_ORIGINAL_BUGS
void adjustPan(int pan, uint32 delaySeconds);
void ended();
#if BLADERUNNER_ORIGINAL_BUGS
void fadeOut();
void next();
static void timerCallbackFadeOut(void *refCon);
static void timerCallbackNext(void *refCon);
#endif // BLADERUNNER_ORIGINAL_BUGS
static void mixerChannelEnded(int channel, void *data);
byte *getData(const Common::String &name);
};
} // End of namespace BladeRunner
#endif