scummvm/engines/xeen/sound.h

171 lines
3.6 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 XEEN_SOUND_H
#define XEEN_SOUND_H
#include "audio/mixer.h"
#include "audio/audiostream.h"
#include "xeen/files.h"
#include "xeen/sound_driver.h"
namespace Xeen {
class Sound {
private:
SoundDriver *_SoundDriver;
const byte *_effectsData;
Common::Array<uint16> _effectsOffsets;
const byte *_songData;
Audio::Mixer *_mixer;
Audio::SoundHandle _soundHandle;
byte _musicPercent;
private:
/**
* Loads effects data that was embedded in the music driver
*/
void loadEffectsData();
/**
* Updates any playing music
*/
void update();
public:
bool _fxOn;
bool _musicOn;
Common::String _currentMusic, _priorMusic;
int _musicSide;
bool _subtitles;
public:
Sound(Audio::Mixer *mixer);
virtual ~Sound();
/**
* Starts an effect playing
*/
void playFX(uint effectId);
/**
* Stops any currently playing FX
*/
void stopFX();
/**
* Executes special music command
*/
int songCommand(uint commandId, byte volume = 0);
/**
* Stops any currently playing music
*/
void stopSong() { songCommand(STOP_SONG); }
/**
* Restart a previously playing song (which must still be loaded)
*/
void restartSong() { songCommand(RESTART_SONG); }
/**
* Sets the in-game music volume percent. This is separate from the ScummVM volume
*/
void setMusicPercent(byte percent);
/**
* Plays a song
*/
void playSong(Common::SeekableReadStream &stream);
/**
* Plays a song
*/
void playSong(const Common::String &name, int param = 0);
/**
* Plays a song
*/
void playSong(const byte *data) {
_SoundDriver->playSong(data);
}
/**
* Returns true if music is playing
*/
bool isMusicPlaying() const;
/**
* Sets whether music is on
*/
void setMusicOn(bool isOn);
/**
* Sets whether sound effects is on
*/
void setFxOn(bool isOn);
/**
* Called to reload sound settings
*/
void updateSoundSettings();
/**
* Stops all playing music, FX, and sound samples
*/
void stopAllAudio();
/**
* Play a given sound
*/
void playSound(Common::SeekableReadStream &s, int unused = 0);
/**
* Play a given sound
*/
void playSound(const Common::String &name, int unused = 0);
/**
* Play a given sound
*/
void playSound(const Common::String &name, int ccNum, int unused);
/**
* Stop playing a sound loaded from a .m file
* @remarks In the original, passing 1 to playSound stopped the sound
*/
void stopSound();
/**
* Returns true if a sound file is currently playing
* @remarks In the original, passing 0 to playSound returned play status
*/
bool isSoundPlaying() const;
/**
* Play a given voice file
*/
void playVoice(const Common::String &name, int ccMode = -1);
};
} // End of namespace Xeen
#endif /* XEEN_SOUND_H */