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https://github.com/libretro/scummvm.git
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c82a75df69
The BaseSound class does now only save the sound filename instead of a file handle. When a new sound is started a new file handle is created, which assures that each sound uses a different file handle and thus allows for directly streaming sounds from disk. This fixes bug #3475610 "AGOS: Wrong sound effects during intro of Simon 2 (DOS)".
125 lines
3.2 KiB
C++
125 lines
3.2 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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*/
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#ifndef AGOS_SOUND_H
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#define AGOS_SOUND_H
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "agos/intern.h"
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#include "common/str.h"
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namespace Common {
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class File;
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}
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namespace AGOS {
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class BaseSound;
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class AGOSEngine;
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class Sound {
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private:
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AGOSEngine *_vm;
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Audio::Mixer *_mixer;
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BaseSound *_voice;
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BaseSound *_effects;
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bool _effectsPaused;
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bool _ambientPaused;
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bool _sfx5Paused;
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uint16 *_filenums;
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uint32 *_offsets;
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uint16 _lastVoiceFile;
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Audio::SoundHandle _voiceHandle;
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Audio::SoundHandle _effectsHandle;
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Audio::SoundHandle _ambientHandle;
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Audio::SoundHandle _sfx5Handle;
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bool _hasEffectsFile;
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bool _hasVoiceFile;
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uint16 _ambientPlaying;
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// Personal Nightmare specfic
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byte *_soundQueuePtr;
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uint16 _soundQueueNum;
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uint32 _soundQueueSize;
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uint16 _soundQueueFreq;
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public:
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Sound(AGOSEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer);
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~Sound();
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enum TypeFlags {
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TYPE_AMBIENT = 1 << 0,
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TYPE_SFX = 1 << 1,
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TYPE_SFX5 = 1 << 2
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};
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protected:
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void loadVoiceFile(const GameSpecificSettings *gss);
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void loadSfxFile(const GameSpecificSettings *gss);
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public:
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void readSfxFile(const Common::String &filename);
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void loadSfxTable(const char *gameFilename, uint32 base);
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void readVoiceFile(const Common::String &filename);
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void playVoice(uint sound);
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void playEffects(uint sound);
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void playAmbient(uint sound);
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// Personal Nightmare specfic
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void handleSoundQueue();
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void queueSound(byte *ptr, uint16 sound, uint32 size, uint16 freq);
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// Elvira 1/2 and Waxworks specific
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void playRawData(byte *soundData, uint sound, uint size, uint freq);
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// Feeble Files specific
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void playAmbientData(byte *soundData, uint sound, uint pan, uint vol);
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void playSfxData(byte *soundData, uint sound, uint pan, uint vol);
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void playSfx5Data(byte *soundData, uint sound, uint pan, uint vol);
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void playSoundData(Audio::SoundHandle *handle, byte *soundData, uint sound, int pan = 0, int vol = 0, bool loop = false);
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void playVoiceData(byte *soundData, uint sound);
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void switchVoiceFile(const GameSpecificSettings *gss, uint disc);
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bool hasVoice() const;
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bool isSfxActive() const;
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bool isVoiceActive() const;
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void stopAllSfx();
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void stopSfx();
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void stopSfx5();
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void stopVoice();
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void stopAll();
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void effectsPause(bool b);
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void ambientPause(bool b);
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};
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} // End of namespace AGOS
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#endif
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