scummvm/engines/gob/sound.h
Sven Hesse 42e03bd707 - Sound! Still a bit glitchy, though:
- Negative frequences?!? Maybe "SFX"?
  - No sound for a small part of the intro
    (there aren't any sndKeys covering that part either)
  - A rythm-instrument (hi-hat?) in the titlemusic isn't played as one
- More differences in the drawing functions fleshed out
- Some of the goblin handling functions written
- More unnamed functions and variables, wheeee...

svn-id: r22410
2006-05-11 19:43:30 +00:00

109 lines
3.0 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2004 Ivan Dubrov
* Copyright (C) 2004-2006 The ScummVM project
*
* 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.
*
* $URL$
* $Id$
*
*/
#ifndef GOB_SOUND_H
#define GOB_SOUND_H
#include "sound/audiostream.h"
#include "sound/mixer.h"
namespace Gob {
class Snd {
public:
struct SoundDesc {
Audio::SoundHandle handle;
char *data;
int32 size;
int16 repCount;
int16 timerTicks;
int16 inClocks;
int16 frequency;
int16 flag;
SoundDesc() : data(0), size(0), repCount(0), timerTicks(0),
inClocks(0), frequency(0), flag(0) {}
};
typedef void (*CleanupFuncPtr) (int16);
SoundDesc *_loopingSounds[10]; // Should be enough
char _playingSound;
CleanupFuncPtr _cleanupFunc;
Snd(GobEngine *vm);
void speakerOn(int16 frequency, int32 length);
void speakerOff(void);
SoundDesc *loadSoundData(const char *path);
void stopSound(int16 arg){return;}
void loopSounds(void);
void playSample(SoundDesc *sndDesc, int16 repCount, int16 frequency);
void playComposition(Snd::SoundDesc ** samples, int16 *composit, int16 freqVal) {;}
void waitEndPlay(void) {;}
// This deletes sndDesc and stops playing the sample.
// If freedata is set, it also delete[]s the sample data.
void freeSoundDesc(SoundDesc *sndDesc, bool freedata=true);
protected:
// TODO: This is a very primitive square wave generator. The only thing is
// has in common with the PC speaker is that it sounds terrible.
class SquareWaveStream : public Audio::AudioStream {
private:
uint _rate;
bool _beepForever;
uint32 _periodLength;
uint32 _periodSamples;
uint32 _remainingSamples;
int16 _sampleValue;
public:
SquareWaveStream() {}
~SquareWaveStream() {}
void playNote(int freq, int32 ms, uint rate);
int readBuffer(int16 *buffer, const int numSamples);
bool endOfData() const { return _remainingSamples == 0; }
bool isStereo() const { return false; }
int getRate() const { return _rate; }
};
SquareWaveStream _speakerStream;
Audio::SoundHandle _speakerHandle;
GobEngine *_vm;
void cleanupFuncCallback() {;}
int16 checkProAudio(void) {return 0;}
int16 checkAdlib(void) {return 0;}
int16 checkBlaster(void) {return 0;}
void writeAdlib(int16 port, int16 data);
void setBlasterPort(int16 port);
void setResetTimerFlag(char flag){return;}
};
} // End of namespace Gob
#endif