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d1c34efad9
Bug #2886141: "ITE: Cumulative Snoring sounds in Prince's Bedroom". Implemented safeguard against running same looped sound more than once. svn-id: r49725
106 lines
2.2 KiB
C++
106 lines
2.2 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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// Sound class
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#ifndef SAGA_SOUND_H
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#define SAGA_SOUND_H
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#include "common/file.h"
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#include "sound/mixer.h"
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#include "sound/decoders/mp3.h"
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#include "sound/decoders/vorbis.h"
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#include "sound/decoders/flac.h"
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namespace Saga {
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#define SOUND_HANDLES 10
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enum SOUND_FLAGS {
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SOUND_LOOP = 1
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};
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struct SoundBuffer {
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uint16 frequency;
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bool isCompressed;
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byte flags;
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byte *buffer;
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size_t size;
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size_t originalSize;
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GameSoundTypes soundType;
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size_t fileOffset;
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};
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enum sndHandleType {
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kFreeHandle,
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kEffectHandle,
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kVoiceHandle
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};
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struct SndHandle {
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Audio::SoundHandle handle;
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sndHandleType type;
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int resId;
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};
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class Sound {
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public:
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Sound(SagaEngine *vm, Audio::Mixer *mixer);
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~Sound();
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void playSound(SoundBuffer &buffer, int volume, bool loop, int resId);
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void pauseSound();
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void resumeSound();
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void stopSound();
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void playVoice(SoundBuffer &buffer);
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void pauseVoice();
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void resumeVoice();
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void stopVoice();
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void stopAll();
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void setVolume();
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private:
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void playSoundBuffer(Audio::SoundHandle *handle, const SoundBuffer &buffer, int volume,
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sndHandleType handleType, bool loop);
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SndHandle *getHandle();
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SagaEngine *_vm;
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Audio::Mixer *_mixer;
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MemoryReadStream *_voxStream;
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SndHandle _handles[SOUND_HANDLES];
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};
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} // End of namespace Saga
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#endif
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