scummvm/engines/access/sound.h

123 lines
2.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef ACCESS_SOUND_H
#define ACCESS_SOUND_H
#include "common/scummsys.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "access/files.h"
#include "audio/midiplayer.h"
#include "audio/midiparser.h"
#define MAX_SOUNDS 20
namespace Access {
class AccessEngine;
struct SoundEntry {
Resource *_res;
int _priority;
SoundEntry() { _res = nullptr; _priority = 0; }
SoundEntry(Resource *res, int priority) { _res = res; _priority = priority; }
};
class SoundManager {
struct QueuedSound {
Audio::AudioStream *_stream;
int _soundId;
QueuedSound() : _stream(nullptr), _soundId(-1) {}
QueuedSound(Audio::AudioStream *stream, int soundId) : _stream(stream), _soundId(soundId) {}
};
private:
AccessEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _effectsHandle;
Common::Array<QueuedSound> _queue;
void clearSounds();
void playSound(Resource *res, int priority, bool loop, int soundIndex = -1);
bool isSoundQueued(int soundId) const;
public:
Common::Array<SoundEntry> _soundTable;
bool _playingSound;
public:
SoundManager(AccessEngine *vm, Audio::Mixer *mixer);
~SoundManager();
void loadSoundTable(int idx, int fileNum, int subfile, int priority = 1);
void playSound(int soundIndex, bool loop = false);
void checkSoundQueue();
bool isSFXPlaying();
Resource *loadSound(int fileNum, int subfile);
void loadSounds(Common::Array<RoomInfo::SoundIdent> &sounds);
void stopSound();
void freeSounds();
};
class MusicManager : public Audio::MidiPlayer {
private:
AccessEngine *_vm;
Resource *_tempMusic;
// MidiDriver_BASE interface implementation
virtual void send(uint32 b);
public:
Resource *_music;
bool _byte1F781;
public:
MusicManager(AccessEngine *vm);
~MusicManager();
void midiPlay();
bool checkMidiDone();
void midiRepeat();
void stopSong();
void newMusic(int musicId, int mode);
void freeMusic();
void loadMusic(int fileNum, int subfile);
void loadMusic(FileIdent file);
void setLoop(bool loop);
};
} // End of namespace Access
#endif /* ACCESS_SOUND_H*/