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https://github.com/libretro/scummvm.git
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145 lines
6.1 KiB
C++
145 lines
6.1 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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/*
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* Based on the Reverse Engineering work of Christophe Fontanel,
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* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
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*/
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#ifndef DM_SOUND_H
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#define DM_SOUND_H
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#include "dm/dm.h"
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namespace DM {
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enum SoundMode {
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kDMSoundModeDoNotPlaySound = -1, // @ CM1_MODE_DO_NOT_PLAY_SOUND
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kDMSoundModePlayImmediately = 0, // @ C00_MODE_PLAY_IMMEDIATELY
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kDMSoundModePlayIfPrioritized = 1, // @ C01_MODE_PLAY_IF_PRIORITIZED
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kDMSoundModePlayOneTickLater = 2 // @ C02_MODE_PLAY_ONE_TICK_LATER
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};
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enum SoundIndex {
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kDMSoundIndexMetallicThud = 0, // @ C00_SOUND_METALLIC_THUD
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kDMSoundIndexSwitch = 1, // @ C01_SOUND_SWITCH
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kDMSoundIndexDoorRattle = 2, // @ C02_SOUND_DOOR_RATTLE
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kDMSoundIndexAttackPainRatHellHoundRedDragon = 3, // @ C03_SOUND_ATTACK_PAIN_RAT_HELLHOUND_RED_DRAGON
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kDMSoundIndexWoodenThudAttackTrolinAntmanStoneGolem = 4, // @ C04_SOUND_WOODEN_THUD_ATTACK_TROLIN_ANTMAN_STONE_GOLEM
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kDMSoundIndexStrongExplosion = 5, // @ C05_SOUND_STRONG_EXPLOSION
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kDMSoundIndexScream = 6, // @ C06_SOUND_SCREAM
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kDMSoundIndexAttackMummyGhostRive = 7, // @ C07_SOUND_ATTACK_MUMMY_GHOST_RIVE
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kDMSoundIndexSwallow = 8, // @ C08_SOUND_SWALLOW
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kDMSoundIndexChampion0Damaged = 9, // @ C09_SOUND_CHAMPION_0_DAMAGED
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kDMSoundIndexChampion1Damaged = 10, // @ C10_SOUND_CHAMPION_1_DAMAGED
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kDMSoundIndexChampion2Damaged = 11, // @ C11_SOUND_CHAMPION_2_DAMAGED
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kDMSoundIndexChampion3Damaged = 12, // @ C12_SOUND_CHAMPION_3_DAMAGED
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kDMSoundIndexSpell = 13, // @ C13_SOUND_SPELL
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kDMSoundIndexAttackScreamerOitu = 14, // @ C14_SOUND_ATTACK_SCREAMER_OITU
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kDMSoundIndexAttackGiantScorpion = 15, // @ C15_SOUND_ATTACK_GIANT_SCORPION_SCORPION
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kDMSoundIndexAttackSkelettonAnimatedArmorDethKnight = 16, // @ C16_SOUND_COMBAT_ATTACK_SKELETON_ANIMATED_ARMOUR_DETH_KNIGHT
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kDMSoundIndexBuzz = 17, // @ C17_SOUND_BUZZ
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kDMSoundIndexPartyDamaged = 18, // @ C18_SOUND_PARTY_DAMAGED
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kDMSoundIndexAttackMagentaWorm = 19, // @ C19_SOUND_ATTACK_MAGENTA_WORM_WORM
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kDMSoundIndexWeakExplosion = 20, // @ C20_SOUND_WEAK_EXPLOSION
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kDMSoundIndexAttackGiggler = 21, // @ C21_SOUND_ATTACK_GIGGLER
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kDMSoundIndexMoveAnimatedArmorDethKnight = 22, // @ C22_SOUND_MOVE_ANIMATED_ARMOUR_DETH_KNIGHT
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kDMSoundIndexMoveCouatlGiantWaspMuncher = 23, // @ C23_SOUND_MOVE_COUATL_GIANT_WASP_MUNCHER
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kDMSoundIndexMoveMummyTrolinAntmanStoneGolemGiggleVexirkDemon = 24, // @ C24_SOUND_MOVE_MUMMY_TROLIN_ANTMAN_STONE_GOLEM_GIGGLER_VEXIRK_DEMON
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kDMSoundIndexBlowHorn = 25, // @ C25_SOUND_BLOW_HORN
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kDMSoundIndexMoveScreamerRocksWormPainRatHellHoundRusterScorpionsOitu = 26, // @ C26_SOUND_MOVE_SCREAMER_ROCK_ROCKPILE_MAGENTA_WORM_WORM_PAIN_RAT_HELLHOUND_RUSTER_GIANT_SCORPION_SCORPION_OITU
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kDMSoundIndexMoveSlimesDevilWaterElemental = 27, // @ C27_SOUND_MOVE_SWAMP_SLIME_SLIME_DEVIL_WATER_ELEMENTAL
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kDMSoundIndexWarCry = 28, // @ C28_SOUND_WAR_CRY
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kDMSoundIndexAttackRocks = 29, // @ C29_SOUND_ATTACK_ROCK_ROCKPILE
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kDMSoundIndexAttackWaterElemental = 30, // @ C30_SOUND_ATTACK_WATER_ELEMENTAL
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kDMSoundIndexAttackCouatl = 31, // @ C31_SOUND_ATTACK_COUATL
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kDMSoundIndexMoveRedDragon = 32, // @ C32_SOUND_MOVE_RED_DRAGON
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kDMSoundIndexMoveSkeletton = 33 // @ C33_SOUND_MOVE_SKELETON
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};
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#define kDMSoundCount 34 // @ D13_SOUND_COUNT
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class SoundData {
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public:
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uint32 _byteCount;
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byte *_firstSample;
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uint32 _sampleCount;
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SoundData() : _byteCount(0), _firstSample(nullptr), _sampleCount(0) {}
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}; // @ SOUND_DATA
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class Sound {
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public:
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int16 _graphicIndex;
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byte _period;
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byte _priority;
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byte _loudDistance;
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byte _softDistance;
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Sound(int16 index, byte period, byte priority, byte loudDist, byte softDist) :
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_graphicIndex(index), _period(period), _priority(priority), _loudDistance(loudDist), _softDistance(softDist) {}
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Sound() : _graphicIndex(0), _period(0), _priority(0), _loudDistance(0), _softDistance(0) {}
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}; // @ Sound
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class PendingSound {
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public:
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uint8 _leftVolume;
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uint8 _rightVolume;
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int16 _soundIndex;
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PendingSound(uint8 leftVolume, uint8 rightVolume, int16 soundIndex) :
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_leftVolume(leftVolume), _rightVolume(rightVolume), _soundIndex(soundIndex) {}
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};
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class SoundMan {
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DMEngine *_vm;
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protected:
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SoundMan(DMEngine *vm);
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public:
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virtual ~SoundMan();
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static SoundMan *getSoundMan(DMEngine *vm, const DMADGameDescription *gameVersion);
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SoundData _soundData[kDMSoundCount]; // @ K0024_as_SoundData
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Common::Queue<PendingSound> _pendingSounds;
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virtual void loadSounds(); // @ F0503_SOUND_LoadAll
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virtual void requestPlay(uint16 soundIndex, int16 mapX, int16 mapY, SoundMode soundMode); // @ F0064_SOUND_RequestPlay_CPSD
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virtual void play(uint16 soundIndex, uint16 period, uint8 leftVolume, uint8 rightVolume); // @ F0060_SOUND_Play
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void playPendingSound(); // @ F0065_SOUND_PlayPendingSound_CPSD
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bool soundGetVolume(int16 mapX, int16 mapY, uint8 *leftVolume, uint8 *rightVolume); // @ F0505_SOUND_GetVolume
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Sound _sounds[kDMSoundCount];
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void initConstants();
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};
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class SoundMan_Atari: public SoundMan {
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friend class SoundMan;
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SoundMan_Atari(DMEngine *vm): SoundMan(vm) {};
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public:
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void loadSounds() override {} // @ F0503_SOUND_LoadAll
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void requestPlay(uint16 soundIndex, int16 mapX, int16 mapY, SoundMode soundMode) override {} // @ F0064_SOUND_RequestPlay_CPSD
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void play(uint16 soundIndex, uint16 period, uint8 leftVolume, uint8 rightVolume) override {} // @ F0060_SOUND_Play
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};
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}
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#endif
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