scummvm/engines/bladerunner/ambient_sounds.h
Peter Kohaut 1e5f9d3078 BLADERUNNER: Added basic KIA interface
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files
2018-01-28 10:57:16 +01:00

136 lines
3.5 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.
*
*/
#ifndef BLADERUNNER_AMBIENT_SOUNDS_H
#define BLADERUNNER_AMBIENT_SOUNDS_H
#include "audio/audiostream.h"
namespace BladeRunner {
class BladeRunnerEngine;
class AmbientSounds {
static const int kNonLoopingSounds = 25;
static const int kLoopingSounds = 3;
struct NonLoopingSound {
bool isActive;
char name[13];
int32 hash;
int32 audioPlayerTrack;
int32 timeMin;
int32 timeMax;
uint32 nextPlayTime;
int32 volumeMin;
int32 volumeMax;
int32 volume;
int32 panStartMin;
int32 panStartMax;
int32 panEndMin;
int32 panEndMax;
int32 priority;
};
struct LoopingSound {
bool isActive;
char name[13];
int32 hash;
int audioPlayerTrack;
int32 volume;
int pan;
};
BladeRunnerEngine *_vm;
NonLoopingSound *_nonLoopingSounds;
LoopingSound *_loopingSounds;
int _ambientVolume;
public:
AmbientSounds(BladeRunnerEngine *vm);
~AmbientSounds();
void addSound(
int sfxId,
int timeMin, int timeMax,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk
);
void removeNonLoopingSound(int sfxId, bool stopPlaying);
void removeAllNonLoopingSounds(bool stopPlaying);
void addSpeech(
int actorId, int sentenceId,
int timeMin, int timeMax,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk);
void playSound(int sfxId, int volume, int panStart, int panEnd, int priority);
void addLoopingSound(int sfxId, int volume, int pan, int delay);
void adjustLoopingSound(int sfxId, int volume, int pan, int delay);
// it seems there is little confusion in original code about delay parameter,
// sometimes it is used as boolean in same way as stopPlaying from non looping
void removeLoopingSound(int sfxId, int delay);
void removeAllLoopingSounds(int delay);
void tick();
void setVolume(int volume);
int getVolume() const;
void playSample();
private:
int findAvailableNonLoopingTrack() const;
int findNonLoopingTrackByHash(int32 hash) const;
int findAvailableLoopingTrack() const;
int findLoopingTrackByHash(int32 hash) const;
// stopNonLoopingTrack
// stopLoopingTrack
// saveToSaveGame
// initFromSaveGame
// addSoundByName
// playVolumeAdjustSound
void addSoundByName(
const char *name,
int timeMin, int timeMax,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk);
void removeNonLoopingSoundByIndex(int index, bool stopPlaying);
void removeLoopingSoundByIndex(int index, int delay);
};
} // End of namespace BladeRunner
#endif