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8fc4a08e04
The existing structure didn't make sense, as Sound only handled sound files, but Music handled both music and short FX decoding. I've merged Sound & MUsic into a single Sound class, and moved the music driver to their own file, renamed to SoundDriver
164 lines
3.4 KiB
C++
164 lines
3.4 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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*
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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 XEEN_SOUND_H
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#define XEEN_SOUND_H
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#include "audio/mixer.h"
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#include "audio/audiostream.h"
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#include "xeen/files.h"
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#include "xeen/sound_driver.h"
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namespace Xeen {
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class Sound {
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private:
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SoundDriver *_SoundDriver;
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const byte *_effectsData;
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Common::Array<uint16> _effectsOffsets;
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const byte *_songData;
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Audio::Mixer *_mixer;
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Audio::SoundHandle _soundHandle;
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private:
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/**
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* Loads effects data that was embedded in the music driver
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*/
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void loadEffectsData();
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/**
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* Updates any playing music
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*/
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void update();
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public:
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bool _soundOn;
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bool _musicOn;
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Common::String _currentMusic, _priorMusic;
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int _musicSide;
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public:
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Sound(Audio::Mixer *mixer);
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virtual ~Sound();
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/**
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* Starts an effect playing
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*/
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void playFX(uint effectId);
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/**
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* Stops any currently playing FX
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*/
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void stopFX();
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/**
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* Executes special music command
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*/
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int songCommand(uint commandId, byte volume = 0);
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/**
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* Stops any currently playing music
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*/
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void stopSong() { songCommand(STOP_SONG); }
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/**
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* Restart a previously playing song (which must still be loaded)
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*/
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void restartSong() { songCommand(RESTART_SONG); }
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/**
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* Sets the music volume
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*/
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void setMusicVolume(byte volume) { songCommand(SET_VOLUME, volume); }
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/**
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* Plays a song
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*/
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void playSong(Common::SeekableReadStream &stream);
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/**
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* Plays a song
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*/
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void playSong(const Common::String &name, int param = 0);
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/**
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* Plays a song
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*/
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void playSong(const byte *data) {
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_SoundDriver->playSong(data);
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}
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/**
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* Returns true if music is playing
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*/
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bool isMusicPlaying() const;
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/**
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* Sets whether music is on
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*/
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void setMusicOn(bool isOn);
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/**
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* Sets whether sound effects is on
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*/
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void setEffectsOn(bool isOn);
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/**
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* Called to reload sound settings
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*/
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void updateSoundSettings();
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/**
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* Play a given sound
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*/
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void playSound(Common::SeekableReadStream &s, int unused = 0);
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/**
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* Play a given sound
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*/
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void playSound(const Common::String &name, int unused = 0);
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/**
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* Play a given sound
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*/
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void playSound(const Common::String &name, int ccNum, int unused);
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/**
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* Stop playing a sound loaded from a .m file
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* @remarks In the original, passing 1 to playSound stopped the sound
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*/
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void stopSound();
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/**
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* Returns true if a sound file is currently playing
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* @remarks In the original, passing 0 to playSound returned play status
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*/
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bool isSoundPlaying() const;
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/**
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* Stops all playing music, FX, and sound samples
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*/
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void stopAllAudio();
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};
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} // End of namespace Xeen
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#endif /* XEEN_SOUND_H */
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