scummvm/sword1/sound.h
Torbjörn Andersson cf0a73f913 Introduced new namespace, Sword1, removing the "Sword" and "Bs" prefixes in
the process, except for SwordEngine.

Some minor cleanups along the wa, e.g. stdafx.h already includes <stdio.h>,
<stdlib.h> and <math.h> so there shouldn't be any need to do it elsewhere.

svn-id: r12320
2004-01-11 15:47:41 +00:00

112 lines
3.1 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2003-2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#ifndef BSSOUND_H
#define BSSOUND_H
#include "object.h"
#include "sworddefs.h"
#include "common/file.h"
#include "sound/mixer.h"
#include "common/util.h"
class SoundMixer;
namespace Sword1 {
#define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c)
#define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list
#define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together
#define FX_SPOT 1
#define FX_LOOP 2
#define FX_RANDOM 3
struct QueueElement {
uint32 id, delay;
PlayingSoundHandle handle;
};
struct RoomVol {
int32 roomNo, leftVol, rightVol;
};
struct FxDef {
uint32 sampleId, type, delay;
RoomVol roomVolList[MAX_ROOMS_PER_FX];
};
class ResMan;
#define WAVE_VOL_TAB_LENGTH 480
#define WAVE_VOL_THRESHOLD 190000 //120000
class Sound {
public:
Sound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan);
~Sound(void);
void setSpeechVol(uint8 volL, uint8 volR) { _speechVolL = volL; _speechVolR = volR; };
void setSfxVol(uint8 volL, uint8 volR) { _sfxVolL = volL; _sfxVolR = volR; };
void giveSpeechVol(uint8 *volL, uint8 *volR) { *volL = _speechVolL; *volR = _speechVolR; };
void giveSfxVol(uint8 *volL, uint8 *volR) { *volL = _sfxVolL; *volR = _sfxVolR; };
void newScreen(uint32 screen);
void quitScreen(void);
void closeCowSystem(void);
bool startSpeech(uint16 roomNo, uint16 localNo);
bool speechFinished(void);
void stopSpeech();
bool amISpeaking(void);
void fnStopFx(int32 fxNo);
int addToQueue(int32 fxNo);
void engine(void);
private:
uint8 _sfxVolL, _sfxVolR, _speechVolL, _speechVolR;
void playSample(QueueElement *elem);
void initCowSystem(void);
int16 *uncompressSpeech(uint32 index, uint32 cSize, uint32 *size);
void calcWaveVolume(int16 *data, uint32 length);
bool _waveVolume[WAVE_VOL_TAB_LENGTH];
uint16 _waveVolPos;
File _cowFile;
uint32 *_cowHeader;
uint32 _cowHeaderSize;
uint8 _currentCowFile;
PlayingSoundHandle _speechHandle, _fxHandle;
Common::RandomSource _rnd;
QueueElement _fxQueue[MAX_FXQ_LENGTH];
uint8 _endOfQueue;
SoundMixer *_mixer;
ResMan *_resMan;
char _filePath[100];
static const char _musicList[270];
static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
static const FxDef _fxList[312];
};
} // End of namespace Sword1
#endif //BSSOUND_H