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https://github.com/libretro/scummvm.git
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beb72667dc
DirectSound's logarithmic scale to ScummVM's linear scale is at least reasonably collect. This should keep the sound effects from overpowering the spoken voices in some scenes. svn-id: r22107
95 lines
2.5 KiB
C++
95 lines
2.5 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001-2006 The ScummVM project
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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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#ifndef SIMON_SOUND_H
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#define SIMON_SOUND_H
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#include "sound/mixer.h"
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#include "simon/intern.h"
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#include "common/str.h"
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namespace Simon {
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class BaseSound;
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class SimonEngine;
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class Sound {
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private:
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SimonEngine *_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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uint _ambientPlaying;
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uint _sfx5Playing;
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public:
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Sound(SimonEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer);
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~Sound();
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void loadVoiceFile(const GameSpecificSettings *gss);
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void loadSfxFile(const GameSpecificSettings *gss);
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void readSfxFile(const char *filename);
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void loadSfxTable(Common::File *gameFile, uint32 base);
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void readVoiceFile(const char *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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// 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 isVoiceActive() const;
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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 Simon
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#endif
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