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Made it intelligent so that when, for example, the dubbing file doesn't exist, we don't fail, but instead always show subtitles even if the GUI settings says dubbing only, etc. svn-id: r45002
142 lines
3.6 KiB
C++
142 lines
3.6 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/trunk/engines/draci/barchive.h $
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* $Id: barchive.h 44802 2009-10-08 21:28:57Z fingolfin $
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*
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*/
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#ifndef DRACI_SOUND_H
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#define DRACI_SOUND_H
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#include "common/str.h"
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#include "common/file.h"
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#include "sound/mixer.h"
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namespace Draci {
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/**
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* Represents individual files inside the archive.
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*/
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struct SoundSample {
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uint _offset;
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uint _length;
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uint _frequency;
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byte* _data;
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void close(void) {
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delete[] _data;
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_data = NULL;
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}
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};
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class SoundArchive {
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public:
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SoundArchive(const Common::String &path, uint defaultFreq) :
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_path(), _samples(NULL), _sampleCount(0), _defaultFreq(defaultFreq), _opened(false), _f(NULL) {
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openArchive(path);
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}
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~SoundArchive() { closeArchive(); }
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void closeArchive();
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void openArchive(const Common::String &path);
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uint size() const { return _sampleCount; }
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/**
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* Checks whether there is an archive opened. Should be called before reading
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* from the archive to check whether openArchive() succeeded.
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*/
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bool isOpen() const { return _opened; }
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void clearCache();
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SoundSample *getSample(int i, uint freq);
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private:
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Common::String _path; ///< Path to file
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SoundSample *_samples; ///< Internal array of files
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uint _sampleCount; ///< Number of files in archive
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uint _defaultFreq; ///< The default sampling frequency of the archived samples
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bool _opened; ///< True if the archive is opened, false otherwise
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Common::File *_f; ///< Opened file
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};
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#define SOUND_HANDLES 10
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enum sndHandleType {
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kFreeHandle,
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kEffectHandle,
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kVoiceHandle
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};
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struct SndHandle {
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Audio::SoundHandle handle;
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sndHandleType type;
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};
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// Taken from engines/saga/sound.h and simplified (in particular, removed
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// decompression until we support compressed files too).
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class Sound {
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public:
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Sound(Audio::Mixer *mixer);
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~Sound() {}
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void playSound(const SoundSample *buffer, int volume, bool loop);
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void pauseSound();
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void resumeSound();
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void stopSound();
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bool isMutedSound() const { return _muteSound; }
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void playVoice(const SoundSample *buffer);
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void pauseVoice();
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void resumeVoice();
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void stopVoice();
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bool isMutedVoice() const { return _muteVoice; }
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void stopAll();
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void setVolume();
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bool showSubtitles() const { return _showSubtitles; }
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int talkSpeed() const { return _talkSpeed; }
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private:
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void playSoundBuffer(Audio::SoundHandle *handle, const SoundSample &buffer, int volume,
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sndHandleType handleType, bool loop);
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SndHandle *getHandle();
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Audio::Mixer *_mixer;
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bool _muteSound;
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bool _muteVoice;
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bool _showSubtitles;
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int _talkSpeed;
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SndHandle _handles[SOUND_HANDLES];
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};
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} // End of namespace Draci
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#endif // DRACI_SOUND_H
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