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b01994a53b
The things which are intentionally left with the prefix: BS_LOG, BS_ASSERT, BS_Rect, BS_String. svn-id: r53261
276 lines
10 KiB
C++
276 lines
10 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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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/*
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* BS_SoundEngine
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* -------------
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* This is the sound engine interface that contains all the methods a sound
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* engine must implement.
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* Implementations of the sound engine have to be derived from this class.
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* It should be noted that a sound engine must maintain a list of all the
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* samples it uses, and that these samples should be released when the
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* destructor is called.
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*
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* Autor: Malte Thiesen
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*/
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#ifndef SWORD25_SOUNDENGINE_H
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#define SWORD25_SOUNDENGINE_H
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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#include "sword25/kernel/common.h"
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#include "sword25/kernel/resservice.h"
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#include "sword25/kernel/persistable.h"
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namespace Sword25 {
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// -----------------------------------------------------------------------------
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// Class definitions
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// -----------------------------------------------------------------------------
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class SoundEngine : public ResourceService, public Persistable {
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public:
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// -----------------------------------------------------------------------------
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// Enums and Types
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// -----------------------------------------------------------------------------
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enum SOUND_TYPES {
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MUSIC = 0,
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SPEECH = 1,
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SFX = 2
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};
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/**
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* The callback function of PlayDynamicSoundEx
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* @param UserData User-specified pointer
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* @param Data Pointer to the data buffer
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* @param DataLength Length of the data to be written in bytes
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*/
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typedef void (*DynamicSoundReadCallback)(void *UserData, void *Data, unsigned int DataLength);
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// -----------------------------------------------------------------------------
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// Constructor / destructor
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// -----------------------------------------------------------------------------
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SoundEngine(Kernel *pKernel);
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virtual ~SoundEngine() {};
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// --------------------------------------------------------------
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// THIS METHOD MUST BE IMPLEMENTED BY THE SOUND ENGINE
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// --------------------------------------------------------------
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/**
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* Initialises the sound engine
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* @param SampleRate Specifies the sample rate to use.
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* @param Channels The maximum number of channels. The default is 32.
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* @return Returns true on success, otherwise false.
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* @remark Calls to other methods may take place only if this
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* method was called successfully.
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*/
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virtual bool Init(unsigned int SampleRate, unsigned int Channels = 32) = 0;
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/**
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* Performs a "tick" of the sound engine
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*
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* This method should be called once per frame. It can be used by implementations
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* of the sound engine that are not running in their own thread, or to perform
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* additional administrative tasks that are needed.
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*/
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virtual void Update() = 0;
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/**
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* Sets the default volume for the different sound types
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* @param Volume The default volume level (0 = off, 1 = full volume)
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* @param Type The SoundType whose volume is to be changed
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*/
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virtual void SetVolume(float Volume, SOUND_TYPES Type) = 0;
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/**
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* Specifies the default volume of different sound types
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* @param Type The SoundType
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* @return Returns the standard sound volume for the given type
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* (0 = off, 1 = full volume).
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*/
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virtual float GetVolume(SOUND_TYPES Type) = 0;
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/**
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* Pauses all the sounds that are playing.
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*/
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virtual void PauseAll() = 0;
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/**
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* Resumes all currently stopped sounds
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*/
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virtual void ResumeAll() = 0;
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/**
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* Pauses all sounds of a given layer.
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* @param Layer The Sound Layer
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*/
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virtual void PauseLayer(unsigned int Layer) = 0;
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/**
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* Resumes all the sounds in a layer that was previously stopped with PauseLayer()
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* @param Layer The Sound Layer
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*/
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virtual void ResumeLayer(unsigned int Layer) = 0;
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/**
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* Plays a sound
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* @param FileName The filename of the sound to be played
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* @param Type The type of sound
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* @param Volume The volume of the sound (0 = off, 1 = full volume)
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* @param Pan Panning (-1 = full left, 1 = right)
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* @param Loop Indicates whether the sound should be looped
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* @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
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* of the sound is used.
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* @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
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* the sound is used.
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* @param Layer The sound layer
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* @return Returns true if the playback of the sound was started successfully.
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* @remark If more control is needed over the playing, eg. changing the sound parameters
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* for Volume and Panning, then PlaySoundEx should be used.
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*/
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virtual bool PlaySound(const Common::String &FileName, SOUND_TYPES Type, float Volume = 1.0f, float Pan = 0.0f, bool Loop = false, int LoopStart = -1, int LoopEnd = -1, unsigned int Layer = 0) = 0;
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/**
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* Plays a sound
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* @param Type The type of sound
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* @param Volume The volume of the sound (0 = off, 1 = full volume)
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* @param Pan Panning (-1 = full left, 1 = right)
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* @param Loop Indicates whether the sound should be looped
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* @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
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* of the sound is used.
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* @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
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* the sound is used.
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* @param Layer The sound layer
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* @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
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* @remark If more control is needed over the playing, eg. changing the sound parameters
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* for Volume and Panning, then PlaySoundEx should be used.
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*/
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virtual unsigned int PlaySoundEx(const Common::String &FileName, SOUND_TYPES Type, float Volume = 1.0f, float Pan = 0.0f, bool Loop = false, int LoopStart = -1, int LoopEnd = -1, unsigned int Layer = 0) = 0;
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/**
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* Plays a sound generated at runtime
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* @param ReadCallback A pointer to a callback function that is called when sound data is needed.
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* See the documentation for DynamicSoundReadCallback for more information.
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* @param UserData A pointer to the data. These are passed to the callback function each time.
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* If no such data is needed, this parameter can be set to NULL.
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* @param Type The type of sound
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* @param SampleRate The sample rate for the sound
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* @param BitsPerSample The size of the sample in bits. This statement is independant of the number of
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* channels. Allowed values are 8, 16, 24, and 32.
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* @param Channels The number of channels. Allowed values are 1 and 2.
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* @param Volume The volume of the sound (0 = off, 1 = full volume)
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* @param Pan Panning (-1 = full left, 1 = right)
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* @param Layer The sound layer
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* @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
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* @remark Dynamic sounds cannot be persisted.
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*/
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virtual unsigned int PlayDynamicSoundEx(DynamicSoundReadCallback ReadCallback, void *UserData, SOUND_TYPES Type, unsigned int SampleRate, unsigned int BitsPerSample, unsigned int Channels, float Volume = 1.0f, float Pan = 0.0f, unsigned int Layer = 0) = 0;
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/**
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* Sets the volume of a playing sound
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* @param Handle The sound handle
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* @param Volume The volume of the sound (0 = off, 1 = full volume)
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*/
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virtual void SetSoundVolume(unsigned int Handle, float Volume) = 0;
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/**
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* Sets the panning of a playing sound
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* @param Handle The sound handle
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* @param Pan Panning (-1 = full left, 1 = right)
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*/
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virtual void SetSoundPanning(unsigned int Handle, float Pan) = 0;
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/**
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* Pauses a playing sound
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* @param Handle The sound handle
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*/
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virtual void PauseSound(unsigned int Handle) = 0;
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/**
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* Resumes a paused sound
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* @param Handle The sound handle
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*/
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virtual void ResumeSound(unsigned int Handle) = 0;
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/**
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* Stops a playing sound
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* @param Handle The sound handle
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* @remark Calling this method invalidates the passed handle; it can no longer be used.
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*/
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virtual void StopSound(unsigned int Handle) = 0;
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/**
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* Returns whether a sound is paused
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* @param Handle The sound handle
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* @return Returns true if the sound is paused, false otherwise.
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*/
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virtual bool IsSoundPaused(unsigned int Handle) = 0;
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/**
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* Returns whether a sound is still playing.
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* @param Handle The sound handle
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* @return Returns true if the sound is playing, false otherwise.
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*/
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virtual bool IsSoundPlaying(unsigned int Handle) = 0;
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/**
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* Returns the volume of a playing sound (0 = off, 1 = full volume)
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*/
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virtual float GetSoundVolume(unsigned int Handle) = 0;
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/**
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* Returns the panning of a playing sound (-1 = full left, 1 = right)
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*/
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virtual float GetSoundPanning(unsigned int Handle) = 0;
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/**
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* Returns the position within a playing sound in seconds
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*/
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virtual float GetSoundTime(unsigned int Handle) = 0;
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private:
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bool _RegisterScriptBindings();
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};
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} // End of namespace Sword25
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#endif
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