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https://github.com/libretro/scummvm.git
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139 lines
3.5 KiB
C++
139 lines
3.5 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef SCUMM_SOUND_H
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#define SCUMM_SOUND_H
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#include "common/scummsys.h"
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "scumm/saveload.h"
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namespace Audio {
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class Mixer;
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}
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namespace Scumm {
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class ScummEngine;
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class BaseScummFile;
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struct MP3OffsetTable;
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struct SaveLoadEntry;
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enum {
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kTalkSoundID = 10000
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};
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// TODO: Consider splitting Sound into even more subclasses.
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// E.g. for v1-v4, v5, v6+, ...
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class Sound : public Serializable {
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public:
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enum SoundMode {
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kVOCMode,
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kMP3Mode,
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kVorbisMode,
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kFLACMode
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};
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protected:
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ScummEngine *_vm;
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Audio::Mixer *_mixer;
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int16 _soundQuePos, _soundQue[0x100];
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int16 _soundQue2Pos;
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struct {
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int16 sound;
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int32 offset;
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int16 channel;
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int16 flags;
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} _soundQue2[10];
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BaseScummFile *_sfxFile;
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SoundMode _soundMode;
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MP3OffsetTable *_offsetTable; // For compressed audio
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int _numSoundEffects; // For compressed audio
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uint32 _talk_sound_a1, _talk_sound_a2, _talk_sound_b1, _talk_sound_b2;
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byte _talk_sound_mode, _talk_sound_channel;
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bool _mouthSyncMode;
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bool _endOfMouthSync;
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uint16 _mouthSyncTimes[64];
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uint _curSoundPos;
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int16 _currentCDSound;
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int16 _currentMusic;
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public:
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Audio::SoundHandle _talkChannelHandle; // Handle of mixer channel actor is talking on
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bool _soundsPaused;
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byte _sfxMode;
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uint _lastSound;
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public:
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Sound(ScummEngine *parent, Audio::Mixer *mixer);
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virtual ~Sound();
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virtual void addSoundToQueue(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
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virtual void addSoundToQueue2(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
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void processSound();
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void playSound(int soundID);
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void startTalkSound(uint32 offset, uint32 b, int mode, Audio::SoundHandle *handle = NULL);
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void stopTalkSound();
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bool isMouthSyncOff(uint pos);
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virtual int isSoundRunning(int sound) const;
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bool isSoundInUse(int sound) const;
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virtual void stopSound(int sound);
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virtual void stopAllSounds();
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void soundKludge(int *list, int num);
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void talkSound(uint32 a, uint32 b, int mode, int channel = 0);
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virtual void setupSound();
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void pauseSounds(bool pause);
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void startCDTimer();
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void stopCDTimer();
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void playCDTrack(int track, int numLoops, int startFrame, int duration);
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void stopCD();
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int pollCD() const;
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void updateCD();
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int getCurrentCDSound() const { return _currentCDSound; }
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// Used by the save/load system:
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void saveLoadWithSerializer(Serializer *ser);
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protected:
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BaseScummFile *openSfxFile();
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bool isSfxFinished() const;
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void processSfxQueues();
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bool isSoundInQueue(int sound) const;
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virtual void processSoundQueues();
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};
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} // End of namespace Scumm
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#endif
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