scummvm/engines/scumm/player_mac.h
Torbjörn Andersson 148a6d3347 SCUMM: Move most of the Macintosh player code into its own class
The Monkey Island and Loom mac music is really quite similar. The
data layout is a bit different, but most of the code was easy to
separate into its own class. The Loom player doesn't do looped music
but I don't remember off-hand if it ever should.
2012-11-14 01:27:53 +01:00

125 lines
3.0 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 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 SCUMM_PLAYER_MAC_H
#define SCUMM_PLAYER_MAC_H
#include "common/scummsys.h"
#include "common/util.h"
#include "common/mutex.h"
#include "scumm/music.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#define RES_SND MKTAG('s', 'n', 'd', ' ')
class Mixer;
namespace Scumm {
class ScummEngine;
/**
* Scumm Macintosh music driver, base class.
*/
class Player_Mac : public Audio::AudioStream, public MusicEngine {
public:
Player_Mac(ScummEngine *scumm, Audio::Mixer *mixer, int numberOfChannels, int channelMask);
virtual ~Player_Mac();
// MusicEngine API
virtual void setMusicVolume(int vol);
virtual void startSound(int sound);
virtual void stopSound(int sound);
virtual void stopAllSounds();
virtual int getMusicTimer();
virtual int getSoundStatus(int sound) const;
// AudioStream API
virtual int readBuffer(int16 *buffer, const int numSamples);
virtual bool isStereo() const { return false; }
virtual bool endOfData() const { return false; }
virtual int getRate() const { return _sampleRate; }
private:
Common::Mutex _mutex;
Audio::Mixer *const _mixer;
Audio::SoundHandle _soundHandle;
const uint32 _sampleRate;
int _soundPlaying;
void stopAllSounds_Internal();
struct Instrument {
byte *_data;
uint32 _size;
uint32 _rate;
uint32 _loopStart;
uint32 _loopEnd;
byte _baseFreq;
uint _pos;
uint _subPos;
void newNote() {
_pos = 0;
_subPos = 0;
}
void generateSamples(int16 *data, int pitchModifier, int volume, int numSamples);
};
int _pitchTable[128];
int _numberOfChannels;
int _channelMask;
virtual bool checkMusicAvailable() { return false; }
virtual bool loadMusic(const byte *ptr) { return false; }
virtual bool getNextNote(int ch, uint16 &duration, byte &value, byte &velocity) { return false; }
protected:
struct Channel {
virtual ~Channel() {}
Instrument _instrument;
bool _looped;
uint32 _length;
const byte *_data;
uint _pos;
int _pitchModifier;
byte _velocity;
uint32 _remaining;
bool _notesLeft;
bool loadInstrument(Common::SeekableReadStream *stream);
};
ScummEngine *const _vm;
Channel *_channel;
};
} // End of namespace Scumm
#endif