scummvm/engines/sci/sound/music.h

234 lines
6.1 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 SCI_MUSIC_H
#define SCI_MUSIC_H
#include "common/serializer.h"
#include "common/mutex.h"
#include "audio/mixer.h"
#include "audio/audiostream.h"
#include "sci/sci.h"
#include "sci/resource.h"
#include "sci/sound/drivers/mididriver.h"
namespace Sci {
enum SoundStatus {
kSoundStopped = 0,
kSoundInitialized = 1,
kSoundPaused = 2,
kSoundPlaying = 3
};
#define MUSIC_VOLUME_DEFAULT 127
#define MUSIC_VOLUME_MAX 127
#define MUSIC_MASTERVOLUME_DEFAULT 15
#define MUSIC_MASTERVOLUME_MAX 15
class MidiParser_SCI;
class SegManager;
typedef Common::Array<uint16> SignalQueue;
class MusicEntry : public Common::Serializable {
public:
// Do not get these directly for the sound objects!
// It's a bad idea, as the sound code (i.e. the SciMusic
// class) should be as separate as possible from the rest
// of the engine
reg_t soundObj;
SoundResource *soundRes;
uint16 resourceId;
bool isQueued; // for SCI0 only!
uint16 dataInc;
uint16 ticker;
uint16 signal;
byte priority;
uint16 loop;
int16 volume;
int16 hold;
int8 reverb;
int16 pauseCounter;
uint sampleLoopCounter;
byte fadeTo;
short fadeStep;
uint32 fadeTicker;
uint32 fadeTickerStep;
bool fadeSetVolume;
bool fadeCompleted;
bool stopAfterFading;
SoundStatus status;
Audio::Mixer::SoundType soundType;
MidiParser_SCI *pMidiParser;
// this is used for storing signals, when the current signal is not yet
// sent to the scripts. We shouldn't need to save it, this normally only
// happens in rare situations like lb1, knocking on the door in the attic
SignalQueue signalQueue;
// TODO: We need to revise how we store the different
// audio stream objects we require.
Audio::RewindableAudioStream *pStreamAud;
Audio::LoopingAudioStream *pLoopStream;
Audio::SoundHandle hCurrentAud;
public:
MusicEntry();
~MusicEntry();
void doFade();
void onTimer();
void setSignal(int signal);
virtual void saveLoadWithSerializer(Common::Serializer &ser);
};
typedef Common::Array<MusicEntry *> MusicList;
typedef Common::Array<uint32> MidiCommandQueue;
class SciMusic : public Common::Serializable {
public:
SciMusic(SciVersion soundVersion, bool useDigitalSFX);
~SciMusic();
void init();
void onTimer();
void putMidiCommandInQueue(byte status, byte firstOp, byte secondOp);
void putMidiCommandInQueue(uint32 midi);
private:
static void miditimerCallback(void *p);
void sendMidiCommandsFromQueue();
public:
void clearPlayList();
void pauseAll(bool pause);
void stopAll();
// sound and midi functions
void soundInitSnd(MusicEntry *pSnd);
void soundPlay(MusicEntry *pSnd);
void soundStop(MusicEntry *pSnd);
void soundKill(MusicEntry *pSnd);
void soundPause(MusicEntry *pSnd);
void soundResume(MusicEntry *pSnd);
void soundToggle(MusicEntry *pSnd, bool pause);
void soundSetVolume(MusicEntry *pSnd, byte volume);
void soundSetSampleVolume(MusicEntry *pSnd, byte volume);
void soundSetPriority(MusicEntry *pSnd, byte prio);
uint16 soundGetMasterVolume();
void soundSetMasterVolume(uint16 vol);
uint16 soundGetSoundOn() const { return _soundOn; }
void soundSetSoundOn(bool soundOnFlag);
uint16 soundGetVoices();
uint32 soundGetTempo() const { return _dwTempo; }
MusicType soundGetMusicType() const { return _musicType; }
bool soundIsActive(MusicEntry *pSnd) {
assert(pSnd->pStreamAud != 0);
return _pMixer->isSoundHandleActive(pSnd->hCurrentAud);
}
void updateAudioStreamTicker(MusicEntry *pSnd) {
assert(pSnd->pStreamAud != 0);
pSnd->ticker = (uint16)(_pMixer->getSoundElapsedTime(pSnd->hCurrentAud) * 0.06);
}
MusicEntry *getSlot(reg_t obj);
MusicEntry *getActiveSci0MusicSlot();
void pushBackSlot(MusicEntry *slotEntry) {
Common::StackLock lock(_mutex);
_playList.push_back(slotEntry);
}
void printPlayList(Console *con);
void printSongInfo(reg_t obj, Console *con);
// The following two methods are NOT thread safe - make sure that
// the mutex is always locked before calling them
MusicList::iterator getPlayListStart() { return _playList.begin(); }
MusicList::iterator getPlayListEnd() { return _playList.end(); }
void sendMidiCommand(uint32 cmd);
void sendMidiCommand(MusicEntry *pSnd, uint32 cmd);
void setGlobalReverb(int8 reverb);
int8 getGlobalReverb() { return _globalReverb; }
byte getCurrentReverb();
virtual void saveLoadWithSerializer(Common::Serializer &ser);
// Mutex for music code. Used to guard access to the song playlist, to the
// MIDI parser and to the MIDI driver/player. Note that guarded code must NOT
// include references to the mixer, otherwise there will probably be situations
// where a deadlock can occur
Common::Mutex _mutex;
int16 tryToOwnChannel(MusicEntry *caller, int16 bestChannel);
void freeChannels(MusicEntry *caller);
protected:
void sortPlayList();
SciVersion _soundVersion;
Audio::Mixer *_pMixer;
MidiPlayer *_pMidiDrv;
uint32 _dwTempo;
// If true and a sound has a digital track, the sound from the AdLib track is played
bool _useDigitalSFX;
private:
MusicList _playList;
bool _soundOn;
byte _masterVolume;
MusicEntry *_usedChannel[16];
int8 _channelRemap[16];
int8 _globalReverb;
MidiCommandQueue _queuedCommands;
MusicType _musicType;
int _driverFirstChannel;
int _driverLastChannel;
};
} // End of namespace Sci
#endif