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379 lines
8.2 KiB
C++
379 lines
8.2 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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*
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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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*
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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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/*
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* This code is based on original Tony Tough source code
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*
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* Copyright (c) 1997-2003 Nayma Software
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*/
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#ifndef TONY_SOUND_H
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#define TONY_SOUND_H
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#include "audio/mixer.h"
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#include "common/file.h"
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#include "tony/gfxcore.h"
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#include "tony/loc.h"
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#include "tony/utils.h"
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namespace Audio {
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class RewindableAudioStream;
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}
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namespace Tony {
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class FPStream;
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class FPSfx;
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enum SoundCodecs {
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FPCODEC_UNKNOWN,
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FPCODEC_ADPCM,
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FPCODEC_MP3,
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FPCODEC_OGG,
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FPCODEC_FLAC
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};
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/**
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* Sound driver For Tony Tough
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*/
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class FPSound {
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private:
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bool _soundSupported;
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public:
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/**
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* Default constructor. Initializes the attributes.
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*
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*/
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FPSound();
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/**
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* Destroy the object and free the memory
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*
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*/
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~FPSound();
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/**
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* Initializes the object, and prepare everything you need to create streams and sound effects.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool init();
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/**
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* Allocates an object of type FPStream, and return its pointer
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*
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* @param streamPtr Will contain a pointer to the object you just created.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool createStream(FPStream **streamPtr);
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/**
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* Allocates an object of type FpSfx, and return its pointer
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*
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* @param sfxPtr Will contain a pointer to the object you just created.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool createSfx(FPSfx **sfxPtr);
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/**
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* Set the general volume
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*
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* @param volume Volume to set (0-63)
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*/
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void setMasterVolume(int volume);
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/**
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* Get the general volume
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*
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* @param volume Variable that will contain the volume (0-63)
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*/
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void getMasterVolume(int *volume);
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};
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class FPSfx {
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private:
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bool _soundSupported; // True if the sound is active
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bool _fileLoaded; // True is a file is opened
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bool _loop; // True is sound effect should loop
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int _lastVolume;
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bool _isVoice;
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bool _paused;
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Audio::AudioStream *_loopStream;
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Audio::RewindableAudioStream *_rewindableStream;
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Audio::SoundHandle _handle;
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public:
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uint32 _hEndOfBuffer;
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/**
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* Check process for whether sounds have finished playing
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*/
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static void soundCheckProcess(CORO_PARAM, const void *param);
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/**
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* Default constructor.
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*
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* @remarks Do *NOT* declare an object directly, but rather
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* create it using FPSound::CreateSfx()
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*
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*/
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FPSfx(bool soundOn);
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/**
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* Default Destructor.
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*
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* @remarks It is also stops the sound effect that may be
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* currently played, and free the memory it uses.
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*
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*/
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~FPSfx();
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/**
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* Releases the memory used by the object.
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*
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* @remarks Must be called when the object is no longer used and
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* **ONLY** if the object was created by
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* FPSound::CreateStream().
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* Object pointers are no longer valid after this call.
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*/
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void release();
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/**
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* Opens a file and loads a sound effect.
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*
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* @param fileName Sfx filename
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* @param codec CODEC used to uncompress the samples
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool loadFile(const char *fileName);
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bool loadWave(Common::SeekableReadStream *stream);
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bool loadVoiceFromVDB(Common::File &vdbFP);
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/**
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* Play the Sfx in memory.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool play();
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/**
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* Stops a Sfx.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool stop();
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/**
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* Pauses a Sfx.
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*
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*/
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void setPause(bool pause);
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/**
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* Enables or disables the Sfx loop.
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*
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* @param loop True to enable the loop, False to disable
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*
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* @remarks The loop must be activated BEFORE the sfx starts
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* playing. Any changes made during the play will have
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* no effect until the sfx is stopped then played again.
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*/
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void setLoop(bool loop);
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/**
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* Change the volume of Sfx
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*
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* @param volume Volume to be set (0-63)
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*
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*/
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void setVolume(int volume);
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/**
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* Gets the Sfx volume
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*
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* @param volumePtr Will contain the current Sfx volume
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*
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*/
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void getVolume(int *volumePtr);
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/**
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* Returns true if the underlying sound has ended
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*/
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bool endOfBuffer() const;
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};
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class FPStream {
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private:
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uint32 _bufferSize; // Buffer size (bytes)
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uint32 _size; // Stream size (bytes)
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Common::File _file; // File handle used for the stream
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bool _soundSupported; // True if the sound is active
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bool _fileLoaded; // True if the file is open
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bool _loop; // True if the stream should loop
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bool _doFadeOut; // True if fade out is required
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bool _syncExit;
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bool _paused;
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int _lastVolume;
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FPStream *_syncToPlay;
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Audio::AudioStream *_loopStream;
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Audio::RewindableAudioStream *_rewindableStream;
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Audio::SoundHandle _handle;
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public:
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/**
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* Default constructor.
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*
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* @remarks Do *NOT* declare an object directly, but rather
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* create it using FPSound::CreateStream()
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*/
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FPStream(bool soundOn);
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/**
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* Default destructor.
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*
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* @remarks It calls CloseFile() if needed.
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*/
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~FPStream();
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/**
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* Releases the memory object.
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*
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* @remarks Must be called when the object is no longer used
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* and **ONLY** if the object was created by
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* FPSound::CreateStream().
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* Object pointers are no longer valid after this call.
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*/
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void release();
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/**
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* Opens a file stream
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*
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* @param fileName Filename to be opened
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool loadFile(const Common::String &fileName, int sync);
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/**
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* Closes a file stream (opened or not).
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*
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* @returns For safety, the destructor calls unloadFile() if it has not
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* been mentioned explicitly.
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*
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* @remarks It is necessary to call this function to free the
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* memory used by the stream.
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*/
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bool unloadFile();
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/**
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* Play the stream.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool play();
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void playFast();
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/**
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* Closes the stream.
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*
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* @returns True is everything is OK, False otherwise
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*/
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bool stop();
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void waitForSync(FPStream *toPlay);
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/**
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* Pause sound effect
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*
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* @param pause True enables pause, False disables it
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*/
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void setPause(bool pause);
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/**
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* Unables or disables stream loop.
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*
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* @param loop True enable loop, False disables it
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*
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* @remarks The loop must be activated BEFORE the stream starts
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* playing. Any changes made during the play will have no
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* effect until the stream is stopped then played again.
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*/
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void setLoop(bool loop);
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/**
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* Change the volume of the stream
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*
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* @param volume Volume to be set (0-63)
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*/
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void setVolume(int volume);
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/**
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* Gets the volume of the stream
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*
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* @param volumePtr Variable that will contain the current volume
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*
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*/
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void getVolume(int *volumePtr);
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};
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} // End of namespace Tony
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#endif
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