scummvm/engines/saga/sound.h
Eugene Sandulenko d1c34efad9 SAGA: Fix bug #2886141.
Bug #2886141: "ITE: Cumulative Snoring sounds in Prince's Bedroom".
Implemented safeguard against running same looped sound more
than once.

svn-id: r49725
2010-06-15 10:25:34 +00:00

106 lines
2.2 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
// Sound class
#ifndef SAGA_SOUND_H
#define SAGA_SOUND_H
#include "common/file.h"
#include "sound/mixer.h"
#include "sound/decoders/mp3.h"
#include "sound/decoders/vorbis.h"
#include "sound/decoders/flac.h"
namespace Saga {
#define SOUND_HANDLES 10
enum SOUND_FLAGS {
SOUND_LOOP = 1
};
struct SoundBuffer {
uint16 frequency;
bool isCompressed;
byte flags;
byte *buffer;
size_t size;
size_t originalSize;
GameSoundTypes soundType;
size_t fileOffset;
};
enum sndHandleType {
kFreeHandle,
kEffectHandle,
kVoiceHandle
};
struct SndHandle {
Audio::SoundHandle handle;
sndHandleType type;
int resId;
};
class Sound {
public:
Sound(SagaEngine *vm, Audio::Mixer *mixer);
~Sound();
void playSound(SoundBuffer &buffer, int volume, bool loop, int resId);
void pauseSound();
void resumeSound();
void stopSound();
void playVoice(SoundBuffer &buffer);
void pauseVoice();
void resumeVoice();
void stopVoice();
void stopAll();
void setVolume();
private:
void playSoundBuffer(Audio::SoundHandle *handle, const SoundBuffer &buffer, int volume,
sndHandleType handleType, bool loop);
SndHandle *getHandle();
SagaEngine *_vm;
Audio::Mixer *_mixer;
MemoryReadStream *_voxStream;
SndHandle _handles[SOUND_HANDLES];
};
} // End of namespace Saga
#endif