mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 09:49:11 +00:00
ceb2909e0a
Now the sound subsystem of the engine finally is possible to grasp. Also now it is obvious why CoCo3 sounds are not functioning. svn-id: r49757
163 lines
4.2 KiB
C++
163 lines
4.2 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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* $URL$
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* $Id$
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*
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*/
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#ifndef AGI_SOUND_H
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#define AGI_SOUND_H
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#include "sound/mixer.h"
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namespace Agi {
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#define SOUND_EMU_NONE 0
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#define SOUND_EMU_PC 1
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#define SOUND_EMU_PCJR 2
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#define SOUND_EMU_MAC 3
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#define SOUND_EMU_AMIGA 4
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#define SOUND_EMU_APPLE2GS 5
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#define SOUND_EMU_COCO3 6
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#define SOUND_EMU_MIDI 7
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/**
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* AGI sound note structure.
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*/
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struct AgiNote {
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uint16 duration; ///< Note duration
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uint16 freqDiv; ///< Note frequency divisor (10-bit)
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uint8 attenuation; ///< Note volume attenuation (4-bit)
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/** Reads an AgiNote through the given pointer. */
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void read(const uint8 *ptr) {
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duration = READ_LE_UINT16(ptr);
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uint16 freqByte0 = *(ptr + 2); // Bits 4-9 of the frequency divisor
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uint16 freqByte1 = *(ptr + 3); // Bits 0-3 of the frequency divisor
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// Merge the frequency divisor's bits together into a single variable
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freqDiv = ((freqByte0 & 0x3F) << 4) | (freqByte1 & 0x0F);
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attenuation = *(ptr + 4) & 0x0F;
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}
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};
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/**
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* AGI sound resource types.
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* It's probably coincidence that all the values here are powers of two
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* as they're simply the different used values in AGI sound resources'
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* starts (The first 16-bit little endian word, to be precise).
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*/
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enum AgiSoundEmuType {
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AGI_SOUND_SAMPLE = 0x0001,
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AGI_SOUND_MIDI = 0x0002,
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AGI_SOUND_4CHN = 0x0008
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};
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class SoundMgr;
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class SoundGen {
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public:
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SoundGen(AgiEngine *vm, Audio::Mixer *pMixer) : _vm(vm), _mixer(pMixer) {
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_sampleRate = pMixer->getOutputRate();
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}
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virtual ~SoundGen() {}
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virtual void play(int resnum) = 0;
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virtual void stop(void) = 0;
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AgiEngine *_vm;
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Audio::Mixer *_mixer;
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Audio::SoundHandle _soundHandle;
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uint32 _sampleRate;
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};
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/**
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* AGI sound resource structure.
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*/
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class AgiSound {
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public:
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AgiSound(SoundMgr &manager) : _manager(manager), _isPlaying(false), _isValid(false) {}
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virtual ~AgiSound() {}
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virtual void play() { _isPlaying = true; }
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virtual void stop() { _isPlaying = false; }
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virtual bool isPlaying() { return _isPlaying; }
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virtual uint16 type() = 0;
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/**
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* A named constructor for creating different types of AgiSound objects
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* from a raw sound resource.
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*
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* NOTE: This function should take responsibility for freeing the raw resource
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* from memory using free() or delegate the responsibility onwards to some other
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* function!
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*/
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static AgiSound *createFromRawResource(uint8 *data, uint32 len, int resnum, SoundMgr &manager, int soundemu);
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protected:
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SoundMgr &_manager; ///< AGI sound manager object
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bool _isPlaying; ///< Is the sound playing?
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bool _isValid; ///< Is this a valid sound object?
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};
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class PCjrSound : public AgiSound {
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public:
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PCjrSound(uint8 *data, uint32 len, int resnum, SoundMgr &manager);
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~PCjrSound() { free(_data); }
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virtual uint16 type() { return _type; }
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const uint8 *getVoicePointer(uint voiceNum);
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protected:
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uint8 *_data; ///< Raw sound resource data
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uint32 _len; ///< Length of the raw sound resource
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uint16 _type; ///< Sound resource type
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};
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class SoundMgr {
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public:
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SoundMgr(AgiEngine *agi, Audio::Mixer *pMixer);
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~SoundMgr();
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void setVolume(uint8 volume);
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void unloadSound(int);
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void playSound();
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int initSound();
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void deinitSound();
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void startSound(int, int);
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void stopSound();
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void soundIsFinished();
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private:
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int _endflag;
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AgiEngine *_vm;
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SoundGen *_soundGen;
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int _playingSound;
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};
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} // End of namespace Agi
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#endif /* AGI_SOUND_H */
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