scummvm/engines/scumm/sound.h
Johannes Schickel 09708f7224 SCUMM: Stream sfx/voice sounds from mouster.sou.
This fixes sound corruption when using the new VOC streaming code. It also
reduces the runtime memory needed for compressed sound files slightly, since
it does not preload them into memory anymore. This comes at the expense of one
file descriptor needed per sfx being played though.

Thanks to Kirben for his review and feedback.
2011-11-06 13:33:55 +01:00

143 lines
3.6 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 SCUMM_SOUND_H
#define SCUMM_SOUND_H
#include "common/scummsys.h"
#include "audio/audiostream.h"
#include "audio/mididrv.h"
#include "audio/mixer.h"
#include "scumm/saveload.h"
namespace Audio {
class Mixer;
}
namespace Scumm {
class ScummEngine;
class BaseScummFile;
struct MP3OffsetTable;
struct SaveLoadEntry;
enum {
kTalkSoundID = 10000
};
// TODO: Consider splitting Sound into even more subclasses.
// E.g. for v1-v4, v5, v6+, ...
class Sound : public Serializable {
public:
enum SoundMode {
kVOCMode,
kMP3Mode,
kVorbisMode,
kFLACMode
};
protected:
ScummEngine *_vm;
Audio::Mixer *_mixer;
int16 _soundQuePos, _soundQue[0x100];
int16 _soundQue2Pos;
struct {
int16 sound;
int32 offset;
int16 channel;
int16 flags;
} _soundQue2[10];
Common::String _sfxFilename;
byte _sfxFileEncByte;
SoundMode _soundMode;
MP3OffsetTable *_offsetTable; // For compressed audio
int _numSoundEffects; // For compressed audio
uint32 _talk_sound_a1, _talk_sound_a2, _talk_sound_b1, _talk_sound_b2;
byte _talk_sound_mode, _talk_sound_channel;
bool _mouthSyncMode;
bool _endOfMouthSync;
uint16 _mouthSyncTimes[64];
uint _curSoundPos;
int16 _currentCDSound;
int16 _currentMusic;
public:
Audio::SoundHandle _talkChannelHandle; // Handle of mixer channel actor is talking on
bool _soundsPaused;
byte _sfxMode;
uint _lastSound;
MidiDriverFlags _musicType;
public:
Sound(ScummEngine *parent, Audio::Mixer *mixer);
virtual ~Sound();
virtual void addSoundToQueue(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
virtual void addSoundToQueue2(int sound, int heOffset = 0, int heChannel = 0, int heFlags = 0);
void processSound();
void playSound(int soundID);
void startTalkSound(uint32 offset, uint32 b, int mode, Audio::SoundHandle *handle = NULL);
void stopTalkSound();
bool isMouthSyncOff(uint pos);
virtual int isSoundRunning(int sound) const;
bool isSoundInUse(int sound) const;
virtual void stopSound(int sound);
virtual void stopAllSounds();
void soundKludge(int *list, int num);
void talkSound(uint32 a, uint32 b, int mode, int channel = 0);
virtual void setupSound();
void pauseSounds(bool pause);
void startCDTimer();
void stopCDTimer();
void playCDTrack(int track, int numLoops, int startFrame, int duration);
void stopCD();
int pollCD() const;
void updateCD();
int getCurrentCDSound() const { return _currentCDSound; }
// Used by the save/load system:
void saveLoadWithSerializer(Serializer *ser);
protected:
void setupSfxFile();
bool isSfxFinished() const;
void processSfxQueues();
bool isSoundInQueue(int sound) const;
virtual void processSoundQueues();
};
} // End of namespace Scumm
#endif