mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-26 19:55:44 +00:00
7df4e2a80f
svn-id: r39429
174 lines
5.7 KiB
C++
174 lines
5.7 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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/* Song library */
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#ifndef SCI_SFX_SFX_SONGLIB_H
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#define SCI_SFX_SFX_SONGLIB_H
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#include "common/scummsys.h"
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#include "sound/timestamp.h"
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namespace Sci {
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class SongIterator;
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#define SOUND_STATUS_STOPPED 0
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#define SOUND_STATUS_PLAYING 1
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#define SOUND_STATUS_SUSPENDED 2
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/* suspended: only if ordered from kernel space */
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#define SOUND_STATUS_WAITING 3
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/* "waiting" means "tagged for playing, but not active right now" */
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typedef unsigned long song_handle_t;
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enum RESTORE_BEHAVIOR {
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RESTORE_BEHAVIOR_CONTINUE, /* restart a song when restored from
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a saved game */
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RESTORE_BEHAVIOR_RESTART /* continue it from where it was */
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};
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struct song_t {
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song_handle_t handle;
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int resource_num; /* Resource number */
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int priority; /* Song priority (more important if priority is higher) */
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int status; /* See above */
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int restore_behavior;
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int restore_time;
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/* Grabbed from the sound iterator, for save/restore purposes */
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int loops;
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int hold;
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SongIterator *it;
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int _delay; /* Delay before accessing the iterator, in ticks */
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Audio::Timestamp _wakeupTime; /**< Timestamp indicating the next MIDI event */
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song_t *next; /* Next song or NULL if this is the last one */
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song_t *next_playing; /* Next playing song; used by the
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** core song system */
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song_t *next_stopping; /* Next song pending stopping; used exclusively by
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** the core song system's _update_multi_song() */
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};
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struct songlib_t {
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song_t **lib;
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song_t *_s;
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};
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/**************************/
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/* Song library commands: */
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/**************************/
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song_t *song_new(song_handle_t handle, SongIterator *it, int priority);
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/* Initializes a new song
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** Parameters: (song_handle_t) handle: The sound handle
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** (SongIterator *) it: The song
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** (int) priority: The song's priority
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** Returns : (song_t *) A freshly allocated song
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** Other values are set to predefined defaults.
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*/
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void song_lib_init(songlib_t *songlib);
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/* Initializes a static song library
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** Parameters: (songlib_t *) songlib: Pointer to the library
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** to initialize
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** Returns : (void)
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*/
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void song_lib_free(const songlib_t &songlib);
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/* Frees a song library
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** Parameters: (songlib_t) songlib: The library to free
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** Returns : (void)
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*/
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void song_lib_add(const songlib_t &songlib, song_t *song);
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/* Adds a song to a song library.
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** Parameters: (songlib_t) songlib: An existing sound library, or NULL
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** (song_t *) song: The song to add
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** Returns : (void)
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*/
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song_t *song_lib_find(const songlib_t &songlib, song_handle_t handle);
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/* Looks up the song with the specified handle
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** Parameters: (songlib_t) songlib: An existing sound library, may point to NULL
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** (song_handle_t) handle: The sound handle to look for
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** Returns : (song_t *) The song or NULL if it wasn't found
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*/
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song_t *song_lib_find_active(const songlib_t &songlib);
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/* Finds the first song playing with the highest priority
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** Parameters: (songlib_t) songlib: An existing sound library
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** Returns : (song_t *) The song that should be played next, or NULL if there is none
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*/
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song_t *song_lib_find_next_active(const songlib_t &songlib, song_t *song);
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/* Finds the next song playing with the highest priority
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** Parameters: (songlib_t) songlib: The song library to operate on
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** (song_t *) song: A song previously returned from the song library
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** Returns : (song_t *) The next song to play relative to 'song', or
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** NULL if none are left
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** The functions 'song_lib_find_active' and 'song_lib_find_next_active
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** allow to iterate over all songs that satisfy the requirement of
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** being 'playable'.
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*/
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int song_lib_remove(const songlib_t &songlib, song_handle_t handle);
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/* Removes a song from the library
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** Parameters: (songlib_t) songlib: An existing sound library
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** (song_handle_t) handle: Handle of the song to remove
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** Returns : (int) The status of the song that was removed
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*/
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void song_lib_resort(const songlib_t &songlib, song_t *song);
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/* Removes a song from the library and sorts it in again; for use after renicing
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** Parameters: (songlib_t) songlib: An existing sound library
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** (song_t *) song: The song to work on
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** Returns : (void)
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*/
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int song_lib_count(const songlib_t &songlib);
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/* Counts the number of songs in a song library
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** Parameters: (songlib_t) songlib: The library to count
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** Returns : (int) The number of songs
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*/
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void song_lib_set_restore_behavior(const songlib_t &songlib, song_handle_t handle,
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RESTORE_BEHAVIOR action);
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/* Determines what should be done with the song "handle" when
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** restoring it from a saved game.
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** Parameters: (songlib_t) songlib: The library that contains the song
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** (song_handle_t) handle: Its handle
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** (RESTORE_BEHAVIOR) action: The desired action
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*/
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} // End of namespace Sci
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#endif // SCI_SSFX_SFX_SONGLIB_H
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