scummvm/engines/agi/sound_midi.h
Eugene Sandulenko ceb2909e0a AGI: Split all sound generators into separate modules.
Now the sound subsystem of the engine finally is possible to grasp.
Also now it is obvious why CoCo3 sounds are not functioning.

svn-id: r49757
2010-06-15 10:36:54 +00:00

115 lines
2.9 KiB
C++
Executable File

/* 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.
*
* $URL$
* $Id$
*
*/
// Music class
#ifndef AGI_SOUND_MIDI_H
#define AGI_SOUND_MIDI_H
#include "sound/mididrv.h"
#include "sound/midiparser.h"
#include "common/mutex.h"
namespace Agi {
class MIDISound : public AgiSound {
public:
MIDISound(uint8 *data, uint32 len, int resnum, SoundMgr &manager);
~MIDISound() { free(_data); }
virtual uint16 type() { return _type; }
uint8 *_data; ///< Raw sound resource data
uint32 _len; ///< Length of the raw sound resource
protected:
uint16 _type; ///< Sound resource type
};
class SoundGenMIDI : public SoundGen, public MidiDriver {
public:
SoundGenMIDI(AgiEngine *vm, Audio::Mixer *pMixer);
~SoundGenMIDI();
void play(int resnum);
void stop();
bool isPlaying() { return _isPlaying; }
void setPlaying(bool playing) { _isPlaying = playing; }
void setVolume(int volume);
int getVolume() { return _masterVolume; }
void syncVolume();
void setNativeMT32(bool b) { _nativeMT32 = b; }
bool hasNativeMT32() { return _nativeMT32; }
void pause();
void resume();
void setLoop(bool loop) { _looping = loop; }
void setPassThrough(bool b) { _passThrough = b; }
void setGM(bool isGM) { _isGM = isGM; }
// MidiDriver interface implementation
int open();
void close();
void send(uint32 b);
void metaEvent(byte type, byte *data, uint16 length);
void setTimerCallback(void *timerParam, void (*timerProc)(void *)) { }
uint32 getBaseTempo() { return _driver ? _driver->getBaseTempo() : 0; }
// Channel allocation functions
MidiChannel *allocateChannel() { return 0; }
MidiChannel *getPercussionChannel() { return 0; }
MidiParser *_parser;
Common::Mutex _mutex;
private:
static void onTimer(void *data);
void setChannelVolume(int channel);
MidiChannel *_channel[16];
MidiDriver *_driver;
MidiParser *_smfParser;
byte _channelVolume[16];
bool _nativeMT32;
bool _isGM;
bool _passThrough;
bool _isPlaying;
bool _looping;
byte _masterVolume;
byte *_midiMusicData;
SoundMgr *_manager;
};
} // End of namespace Agi
#endif