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https://github.com/libretro/scummvm.git
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354 lines
9.5 KiB
C++
354 lines
9.5 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AUDIO_MIXER_H
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#define AUDIO_MIXER_H
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#include "common/mutex.h"
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#include "common/types.h"
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#include "common/noncopyable.h"
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namespace Audio {
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class AudioStream;
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class Channel;
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class Timestamp;
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/**
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* @defgroup audio_mixer Mixer
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* @ingroup audio
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*
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* @brief Mixer class used for playing audio streams.
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* @{
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*/
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/**
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* A SoundHandle instance corresponds to a specific sound
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* being played using the mixer. It can be used to control that
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* sound (pause it, stop it, etc.).
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* @see Mixer
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*/
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class SoundHandle {
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friend class Channel;
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friend class MixerImpl;
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uint32 _val = 0xffffffff;
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};
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/**
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* The main audio mixer that handles mixing of an arbitrary number of
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* audio streams (in the form of AudioStream instances).
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*/
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class Mixer : Common::NonCopyable {
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public:
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/** Sound types. */
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enum SoundType {
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kPlainSoundType = 0, /*!< Plain sound. */
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kMusicSoundType = 1, /*!< Music. */
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kSFXSoundType = 2, /*!< Sound effects. */
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kSpeechSoundType = 3 /*!< Speech. */
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};
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/** Max volumes. */
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enum {
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kMaxChannelVolume = 255, /*!< Max channel volume. */
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kMaxMixerVolume = 256 /*!< Max global volume. */
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};
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public:
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Mixer() {}
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virtual ~Mixer() {}
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/**
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* Check whether the mixer is ready and set up.
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*
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* The mixer might not be set up on systems that do not support
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* digital sound output. In such case, the mixer processing might
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* never be called. That, in turn, can cause breakage in games that try to
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* sync with an audio stream. In particular, the AdLib MIDI emulation.
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*
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* @return Whether the mixer is ready and set up.
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*
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* @todo get rid of this?
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*/
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virtual bool isReady() const = 0;
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/**
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* Return the mixer's internal mutex so that audio players can use it.
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*/
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virtual Common::Mutex &mutex() = 0;
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/**
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* Start playing the given audio stream.
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*
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* Note that the sound ID assigned here is unique. At most, one stream
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* with the given ID can play at any given time. Trying to play a sound
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* with an ID that is already in use causes the new sound to not be played.
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*
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* @param type Type of the stream - voice/SFX/music.
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* @param handle A SoundHandle instance that can be used to reference and control
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* the stream using suitable mixer methods.
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* @param stream The actual AudioStream to be played.
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* @param id Unique ID assigned to this stream.
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* @param volume Volume with which to play the sound, ranging from 0 to 255.
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* @param balance Balance with which to play the sound, ranging from -127 to 127 (full left to full right).
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* 0 is balanced, -128 is invalid.
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* @param autofreeStream If set, the stream will be freed after the playback is finished.
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* @param permanent If set, a plain stopAll call will not stop this particular stream.
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* @param reverseStereo If set, left and right channels will be swapped.
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*/
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virtual void playStream(
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SoundType type,
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SoundHandle *handle,
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AudioStream *stream,
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int id = -1,
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byte volume = kMaxChannelVolume,
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int8 balance = 0,
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DisposeAfterUse::Flag autofreeStream = DisposeAfterUse::YES,
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bool permanent = false,
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bool reverseStereo = false) = 0;
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/**
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* Stop all currently playing sounds.
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*/
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virtual void stopAll() = 0;
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/**
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* Stop playing the sound with the given ID.
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*
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* @param id ID of the sound.
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*/
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virtual void stopID(int id) = 0;
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/**
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* Stop playing the sound corresponding to the given handle.
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*
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* @param handle The sound to stop playing.
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*/
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virtual void stopHandle(SoundHandle handle) = 0;
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/**
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* Pause or unpause all sounds, including all regular and permanent
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* channels.
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*
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* @param paused True to pause everything, false to unpause.
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*/
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virtual void pauseAll(bool paused) = 0;
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/**
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* Pause or unpause the sound with the given ID.
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*
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* @param id ID of the sound.
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* @param paused True to pause the sound, false to unpause it.
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*/
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virtual void pauseID(int id, bool paused) = 0;
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/**
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* Pause or unpause the sound corresponding to the given handle.
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*
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* @param handle The sound to pause or unpause.
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* @param paused True to pause the sound, false to unpause it.
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*/
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virtual void pauseHandle(SoundHandle handle, bool paused) = 0;
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/**
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* Check whether a sound with the given ID is active.
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*
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* @param id ID of the sound to query.
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*
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* @return True if the sound is active.
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*/
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virtual bool isSoundIDActive(int id) = 0;
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/**
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* Get the sound ID for the given handle.
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*
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* @param handle The sound to query.
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*
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* @return Sound ID if the sound is active.
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*/
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virtual int getSoundID(SoundHandle handle) = 0;
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/**
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* Check whether a sound with the given handle is active.
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*
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* @param handle The sound to query.
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*
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* @return True if the sound is active.
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*/
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virtual bool isSoundHandleActive(SoundHandle handle) = 0;
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/**
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* Set the mute state for a given sound type.
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*
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* @param type Sound type. See @ref SoundType.
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* @param mute Whether to mute (= true) or not (= false).
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*/
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virtual void muteSoundType(SoundType type, bool mute) = 0;
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/**
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* Query the mute state for a given sound type.
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*
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* @param type Sound type. See @ref SoundType.
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*/
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virtual bool isSoundTypeMuted(SoundType type) const = 0;
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/**
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* Set the channel volume for the given handle.
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*
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* @param handle The sound to affect.
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* @param volume The new channel volume, in the range 0 - kMaxChannelVolume.
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*/
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virtual void setChannelVolume(SoundHandle handle, byte volume) = 0;
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/**
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* Get the channel volume for the given handle.
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*
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* @param handle The sound to affect.
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*
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* @return The channel volume.
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*/
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virtual byte getChannelVolume(SoundHandle handle) = 0;
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/**
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* Set the channel balance for the given handle.
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*
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* @param handle The sound to affect.
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* @param balance The new channel balance:
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* (-127 ... 0 ... 127) corresponds to (left ... center ... right)
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*/
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virtual void setChannelBalance(SoundHandle handle, int8 balance) = 0;
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/**
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* Get the channel balance for the given handle.
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*
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* @param handle The sound to affect.
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*
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* @return The channel balance.
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*/
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virtual int8 getChannelBalance(SoundHandle handle) = 0;
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/**
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* Set the sample rate for the given handle.
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*
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* @param handle The sound to affect.
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* @param rate The new sample rate. Must be less than 131072
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*/
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virtual void setChannelRate(SoundHandle handle, uint32 rate) = 0;
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/**
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* Get the sample rate for the given handle.
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*
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* @param handle The sound to affect.
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*
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* @return The current sample rate of the channel.
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*/
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virtual uint32 getChannelRate(SoundHandle handle) = 0;
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/**
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* Reset the sample rate of the channel back to its
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* AudioStream's native rate.
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*
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* @param handle The sound to affect.
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*/
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virtual void resetChannelRate(SoundHandle handle) = 0;
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/**
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* Get an approximation of for how long the channel has been playing.
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*/
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virtual uint32 getSoundElapsedTime(SoundHandle handle) = 0;
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/**
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* Get an approximation of for how long the channel has been playing.
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*/
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virtual Timestamp getElapsedTime(SoundHandle handle) = 0;
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/**
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* Replace the channel's stream with a version that loops indefinitely.
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*/
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virtual void loopChannel(SoundHandle handle) = 0;
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/**
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* Check whether any channel of the given sound type is active.
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*
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* For example, this can be used to check whether any SFX sound
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* is currently playing by checking for type kSFXSoundType.
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*
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* @param type The sound type to query.
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*
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* @return True if any channels of the specified type are active.
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*/
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virtual bool hasActiveChannelOfType(SoundType type) = 0;
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/**
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* Set the volume for the given sound type.
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*
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* @param type Sound type.
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* @param volume The new global volume, in the range 0 - kMaxMixerVolume.
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*/
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virtual void setVolumeForSoundType(SoundType type, int volume) = 0;
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/**
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* Check what the global volume is for a sound type.
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*
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* @param type Sound type.
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*
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* @return The global volume, in the range 0 - kMaxMixerVolume.
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*/
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virtual int getVolumeForSoundType(SoundType type) const = 0;
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/**
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* Return the output sample rate of the system.
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*
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* @return The output sample rate in Hz.
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*/
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virtual uint getOutputRate() const = 0;
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/**
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* Check whether the output is stereo.
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*
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* @return true if output is stereo, false if not.
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*/
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virtual bool getOutputStereo() const = 0;
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/**
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* Return the output sample buffer size of the system.
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*
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* The return value is measured in frame units instead of bytes. It can be converted
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* to bytes by multiplying it with the sample size and the number of channels. For
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* example, for 16-bit stereo output it should be multiplied by 4.
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*
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* @return The number of samples processed at each audio callback.
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*/
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virtual uint getOutputBufSize() const = 0;
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};
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/** @} */
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} // End of namespace Audio
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#endif
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