mirror of
https://github.com/libretro/scummvm.git
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189 lines
4.1 KiB
C++
189 lines
4.1 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 GROOVIE_MUSIC_H
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#define GROOVIE_MUSIC_H
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#include "common/array.h"
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#include "common/mutex.h"
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class MidiParser;
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namespace Groovie {
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class GroovieEngine;
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class MusicPlayer {
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public:
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MusicPlayer(GroovieEngine *vm);
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virtual ~MusicPlayer();
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void playSong(uint32 fileref);
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void setBackgroundSong(uint32 fileref);
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void playCD(uint8 track);
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void startBackground();
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void frameTick();
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void setBackgroundDelay(uint16 delay);
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// Volume
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void setUserVolume(uint16 volume);
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void setGameVolume(uint16 volume, uint16 time);
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private:
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// Song playback
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bool play(uint32 fileref, bool loop);
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bool _isPlaying;
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uint32 _backgroundFileRef;
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uint8 _prevCDtrack;
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uint16 _backgroundDelay;
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// T7G iOS credits mp3 stream
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void playCreditsIOS();
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void stopCreditsIOS();
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Audio::SoundHandle _handleCreditsIOS;
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// Volume fading
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uint32 _fadingStartTime;
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uint16 _fadingStartVolume;
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uint16 _fadingEndVolume;
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uint16 _fadingDuration;
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void applyFading();
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protected:
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GroovieEngine *_vm;
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// Callback
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static void onTimer(void *data);
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virtual void onTimerInternal() {}
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Common::Mutex _mutex;
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// User volume
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uint16 _userVolume;
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// Game volume
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uint16 _gameVolume;
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// These are specific for each type of music
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virtual void updateVolume() = 0;
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virtual bool load(uint32 fileref, bool loop) = 0;
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virtual void unload();
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};
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class MusicPlayerMidi : public MusicPlayer, public MidiDriver_BASE {
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public:
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MusicPlayerMidi(GroovieEngine *vm);
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~MusicPlayerMidi();
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// MidiDriver_BASE interface
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virtual void send(uint32 b);
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virtual void metaEvent(byte type, byte *data, uint16 length);
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private:
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// Channel volumes
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byte _chanVolumes[0x10];
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void updateChanVolume(byte channel);
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void endTrack();
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protected:
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byte *_data;
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MidiParser *_midiParser;
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MidiDriver *_driver;
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virtual void onTimerInternal();
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void updateVolume();
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void unload();
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bool loadParser(Common::SeekableReadStream *stream, bool loop);
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};
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class MusicPlayerXMI : public MusicPlayerMidi {
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public:
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MusicPlayerXMI(GroovieEngine *vm, const Common::String >lName);
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~MusicPlayerXMI();
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void send(uint32 b);
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protected:
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bool load(uint32 fileref, bool loop);
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private:
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// Channel banks
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byte _chanBanks[0x10];
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// Output music type
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uint8 _musicType;
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// Timbres
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class Timbre {
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public:
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Timbre() : data(NULL) {}
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byte patch;
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byte bank;
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uint32 size;
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byte *data;
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};
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Common::Array<Timbre> _timbres;
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void loadTimbres(const Common::String &filename);
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void clearTimbres();
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void setTimbreAD(byte channel, const Timbre &timbre);
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void setTimbreMT(byte channel, const Timbre &timbre);
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};
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class MusicPlayerMac_t7g : public MusicPlayerMidi {
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public:
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MusicPlayerMac_t7g(GroovieEngine *vm);
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protected:
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bool load(uint32 fileref, bool loop);
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private:
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Common::SeekableReadStream *decompressMidi(Common::SeekableReadStream *stream);
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};
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class MusicPlayerMac_v2 : public MusicPlayerMidi {
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public:
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MusicPlayerMac_v2(GroovieEngine *vm);
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protected:
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bool load(uint32 fileref, bool loop);
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};
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class MusicPlayerIOS : public MusicPlayer {
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public:
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MusicPlayerIOS(GroovieEngine *vm);
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~MusicPlayerIOS();
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protected:
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void updateVolume();
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bool load(uint32 fileref, bool loop);
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void unload();
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private:
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Audio::SoundHandle _handle;
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};
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} // End of Groovie namespace
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#endif // GROOVIE_MUSIC_H
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