scummvm/engines/sci/sound/soundcmd.h
athrxx 311b6fec1a SCI: fix sound pausing when loading via kRestoreGame
This is similar to what we recently fixed for the saving. It does concern only the loading from the SCI menu and from the SCI death dialog (that's how it got my attention).

I have written a long comment in SciMusic::resetGlobalPauseCounter()  which explains it.

I have decided to make this very obvious (you could say: more ugly), so it won't cause confusion in the future. Of course, it could be just hidden somewhere deep in SciMusic::saveLoadWithSerializer() and noone would ever notice. But the "ugly" way seemed the safer thing to do...
2022-05-20 09:55:07 +03:00

138 lines
5.0 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 SCI_SOUNDCMD_H
#define SCI_SOUNDCMD_H
#include "common/list.h"
#include "audio/mididrv.h" // for MusicType
#include "sci/engine/state.h"
namespace Sci {
class Console;
class SciMusic;
class SoundCommandParser;
class MusicEntry;
//typedef void (SoundCommandParser::*SoundCommand)(reg_t obj, int16 value);
//struct MusicEntryCommand {
// MusicEntryCommand(const char *d, SoundCommand c) : sndCmd(c), desc(d) {}
// SoundCommand sndCmd;
// const char *desc;
//};
class SoundCommandParser {
public:
SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion);
~SoundCommandParser();
//reg_t parseCommand(EngineState *s, int argc, reg_t *argv);
// Functions used for game state loading
void clearPlayList();
void syncPlayList(Common::Serializer &s);
void reconstructPlayList();
// Functions used for the ScummVM menus
void setMasterVolume(int vol);
void pauseAll(bool pause);
void resetGlobalPauseCounter();
#ifdef ENABLE_SCI32
void setVolume(const reg_t obj, const int vol);
#endif
// Debug console functions
void startNewSound(int number);
void stopAllSounds();
void stopAllSamples();
void printPlayList(Console *con);
void printSongInfo(reg_t obj, Console *con);
void processPlaySound(reg_t obj, bool playBed, bool restoring = false);
void processStopSound(reg_t obj, bool sampleFinishedPlaying);
void initSoundResource(MusicEntry *newSound);
MusicType getMusicType() const;
ResourceType getSoundResourceType(const uint16 resourceNo) const {
if (_useDigitalSFX && _resMan->testResource(ResourceId(kResourceTypeAudio, resourceNo)))
return kResourceTypeAudio;
else
return kResourceTypeSound;
}
/**
* Synchronizes the current state of the music list to the rest of the engine, so that
* the changes that the sound thread makes to the music are registered with the engine
* scripts. In SCI0, we invoke this from kAnimate (which is called very often). SCI01
* and later have a specific callback function, cmdUpdateCues, which is called regularly
* by the engine scripts themselves, so the engine itself polls for changes to the music
*/
void updateSci0Cues();
reg_t kDoSoundInit(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundPlay(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundRestore(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundMute(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundPause(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundResumeAfterRestore(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundStop(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundStopAll(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundDispose(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundMasterVolume(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundFade(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundGetPolyphony(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundUpdate(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundUpdateCues(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSendMidi(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundGlobalReverb(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetHold(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundDummy(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundGetAudioCapability(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetVolume(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetPriority(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetLoop(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSuspend(EngineState *s, int argc, reg_t *argv);
private:
//typedef Common::Array<MusicEntryCommand *> SoundCommandContainer;
//SoundCommandContainer _soundCommands;
ResourceManager *_resMan;
SegManager *_segMan;
Kernel *_kernel;
SciMusic *_music;
AudioPlayer *_audio;
SciVersion _soundVersion;
// If true and an alternative digital sound effect exists, the digital
// sound effect is preferred instead
bool _useDigitalSFX;
void processInitSound(reg_t obj);
void processDisposeSound(reg_t obj);
void processUpdateCues(reg_t obj);
int getSoundResourceId(reg_t obj);
};
} // End of namespace Sci
#endif // SCI_SOUNDCMD_H