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https://github.com/libretro/scummvm.git
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271 lines
8.4 KiB
C++
271 lines
8.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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 ICB_SOUND_H
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#define ICB_SOUND_H
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/common/px_clu_api.h"
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#include "engines/icb/common/px_sfx_description.h"
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#include "engines/icb/sound_lowlevel.h"
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namespace ICB {
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#define SPECIAL_SOUND (0xffffff)
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#define SPEECH_CHANNEL 1
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#define MUSIC_CHANNEL 0
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// default sounds
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#define GUNSHOT_SFX_VAR 0
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#define RICOCHET_SFX_VAR 1
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#define TINKLE_SFX_VAR 2
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#define OPEN_SFX_VAR 0
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#define CLOSE_SFX_VAR 1
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extern const char *gunSfxVar;
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extern const char *defaultGunSfx;
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extern const char *gunDesc;
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extern const char *ricochetSfxVar;
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extern const char *defaultRicochetSfx;
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extern const char *ricochetDesc;
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extern const char *openSfxVar;
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extern const char *defaultOpenSfx;
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extern const char *openDesc;
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extern const char *closeSfxVar;
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extern const char *defaultCloseSfx;
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extern const char *closeDesc;
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extern const char *addingMediSfxVar;
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extern const char *defaultAddingMediSfx;
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extern const char *defaultUsingMediSfx;
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extern const char *addingMediDesc;
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extern const char *addingClipSfxVar;
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extern const char *defaultAddingClipSfx;
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extern const char *addingClipDesc;
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extern const char *activateRemoraSfxVar;
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extern const char *activateRemoraSfx;
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extern const char *activateRemoraDesc;
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extern const char *deactivateRemoraSfxVar;
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extern const char *deactivateRemoraSfx;
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extern const char *deactivateRemoraDesc;
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extern const char *emailSfxVar;
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extern const char *defaultEmailSfx;
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extern const char *emailDesc;
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extern const char *menuUpDownSfx;
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extern const char *menuSelectSfx;
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extern const char *menuCancelSfx;
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extern const char *tinkleSfxVar;
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extern const char *defaultTinkleSfx;
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extern const char *tinkleDesc;
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#define NO_REGISTERED_SOUND 0xffffffff
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#define MAX_REGISTERED_SOUNDS 128
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class CRegisteredSound {
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public:
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uint32 m_objID; // id of object calling us
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uint32 m_sndHash; // hash of sound id
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int32 m_channel; // -1 for no channel needed for the turn everything off hack...
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PXreal m_x;
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PXreal m_y;
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PXreal m_z;
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int32 m_restart_time;
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int32 m_volume;
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private:
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int32 m_sfxNumber; // hash value of sfx
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int32 m_velocity;
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int32 m_position; // position*128
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int32 m_current_pitch;
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int32 m_sample_pitch;
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int32 m_rand_pitch_value;
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int32 m_next_random_pos;
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int32 m_pan;
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PXreal m_xoffset;
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PXreal m_yoffset;
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PXreal m_zoffset;
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int8 m_objMoving;
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int8 m_volume_offset; // offset of volume, 127 is normal full volume effect, anything less scales down
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public:
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void Wipe();
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CRegisteredSound() : m_objID(NO_REGISTERED_SOUND) { Wipe(); }
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~CRegisteredSound() {}
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inline uint32 GetObjectID() { return m_objID; }
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bool8 IsThisSound(uint32 obj, uint32 sndHash) {
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if ((obj == m_objID) && (sndHash == m_sndHash))
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return TRUE8;
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else
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return FALSE8;
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}
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inline bool8 IsFree() { return (bool8)(m_objID == NO_REGISTERED_SOUND); }
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inline bool8 IsUsed() { return (bool8)(m_objID != NO_REGISTERED_SOUND); }
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int32 GetChannel() { return m_channel; }
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bool8 SetHearable();
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void SetUnhearable();
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void Update10Hz(); // update 10hz (updates position etc)
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void GetPosition();
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void TurnOff();
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// update every game cycle (starts samples if required, updates vol, pitch, pan, stops if end reached, etc...)
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void UpdateGameCycle(int32 newVol, int32 newPan);
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void GetRandom(CSfx *sfx); // update random value
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void Register(const char *sndName, const char *sfxName, uint32 sfxHash, int8 volume);
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void RegisterFromObject(const uint32 objID, const char *sndName, const char *sfxName, uint32 sfxHash, PXreal xo, PXreal yo, PXreal zo, int8 volume);
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void RegisterFromAbsolute(const uint32 objID, const char *sndName, const char *sfxName, uint32 sfxHash, PXreal x, PXreal y, PXreal z, int8 volume);
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void Remove();
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CSfx *GetSfx(); // should be reasonably fast now...
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// volume and pan together (faster than seperate)
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void GetVolumeAndPan(int32 &vol, int32 &pan);
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private:
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bool8 m_inSession; // if TRUE sfx is in session cluster, otherwise sfx is in mission cluster
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bool8 m_turnOff; // turning off
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bool8 m_remove; // if true then when finihsed turning off remove the sound
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uint8 padding1;
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};
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extern CRegisteredSound *g_registeredSounds[MAX_REGISTERED_SOUNDS];
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bool8 SfxExists(uint32 sfxHash);
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bool8 SfxExists(const char *sfx);
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// full volume, central pan
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#define menuSfxUpDown() RegisterMenuSound(menuUpDownSfx, 127, 0)
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#define menuSfxSelect() RegisterMenuSound(menuSelectSfx, 127, 0)
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#define menuSfxCancel() RegisterMenuSound(menuCancelSfx, 127, 0)
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int32 GetSpeechVolume();
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int32 GetSfxVolume();
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int32 GetMusicVolume();
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void SetSpeechVolume(int32 v);
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void SetSfxVolume(int32 v);
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void SetMusicVolume(int32 v);
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// get current sound level in location (from camera)
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// is defined as the square of the effects totaled as a percentage of 128*128*2
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int32 GetCurrentSoundLevel();
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// update
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void UpdateRemoraScannerSound();
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// called every game cycle
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void UpdateHearableSounds();
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// called every 10hz
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void UpdateSounds10Hz();
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// pause / unpause sound update...
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void PauseSounds();
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void UnpauseSounds();
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// turn system on or off
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void TurnOffSound();
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void TurnOnSound();
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// start / stop
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int32 GetAssignedSounds();
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// these functions have both sfxHash and volume_offset which most calls will not use.... they will use the inlines below...
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void RegisterSoundOffset(uint32 obj, const char *offsetName, const char *sfxName, uint32 sfxHash, const char *sndID, PXreal xo, PXreal yo, PXreal zo, int32 isNico, int32 time,
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int8 volume_offset);
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void RegisterSound(uint32 obj, const char *sfxName, uint32 sfxHash, const char *sndID, int8 volume_offset);
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void RegisterSoundAbsolute(uint32 obj, const char *sfxName, uint32 sfxHash, const char *sndID, PXreal x, PXreal y, PXreal z, int8 volume_offset);
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void RegisterSoundTime(uint32 obj, const char *sfxName, uint32 sfxHash, const char *sndID, int32 time, int8 volume_offset);
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void RegisterSoundSpecial(const char *sfxName, uint32 sfxHash, const char *sndID, int32 volume, int32 pan, int8 volume_offset);
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// A special function, this plays the sound centrally on the speakers and at the given volume 0-127
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void RegisterMenuSound(const char *sfxName, uint32 sfxHash, int32 volume, int32 pan, int8 volume_offset);
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// copies of above with no hash.....!
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inline void RegisterSoundOffset(uint32 obj, const char *offsetName, const char *sfxName, const char *sndID, PXreal xo, PXreal yo, PXreal zo, int32 isNico, int32 time) {
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RegisterSoundOffset(obj, offsetName, sfxName, NULL_HASH, sndID, xo, yo, zo, isNico, time, (int8)127);
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}
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inline void RegisterSound(uint32 obj, const char *sfxName, const char *sndID) { RegisterSound(obj, sfxName, NULL_HASH, sndID, (int8)127); }
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inline void RegisterSoundAbsolute(uint32 obj, const char *sfxName, const char *sndID, PXreal x, PXreal y, PXreal z) {
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RegisterSoundAbsolute(obj, sfxName, NULL_HASH, sndID, x, y, z, (int8)127);
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}
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inline void RegisterSoundTime(uint32 obj, const char *sfxName, const char *sndID, int32 time) { RegisterSoundTime(obj, sfxName, NULL_HASH, sndID, time, (int8)127); }
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inline void RegisterSoundSpecial(const char *sfxName, const char *sndID, int32 volume, int32 pan) { RegisterSoundSpecial(sfxName, NULL_HASH, sndID, volume, pan, (int8)127); }
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inline void RegisterMenuSound(const char *sfxName, int32 volume, int32 pan) { RegisterMenuSound(sfxName, NULL_HASH, volume, pan, (int8)127); }
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// end of no hash copies
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void RemoveRegisteredSound(uint32 obj, const char *sndID);
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void RemoveAllSoundsWithID(uint32 obj);
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void StopAllSoundsNow();
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} // End of namespace ICB
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#endif
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