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79af8bad9d
The MOD player loads the entirety of a song in memory, so we don't need to add another music buffer
128 lines
4.0 KiB
C++
128 lines
4.0 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef CHEWY_SOUND_H
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#define CHEWY_SOUND_H
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#include "audio/mixer.h"
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#include "chewy/atds.h"
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#include "chewy/chewy.h"
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namespace Chewy {
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class SoundResource;
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#define MAX_SOUND_EFFECTS 14
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class Sound {
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private:
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static const int TMF_NUM_INSTRUMENTS = 31;
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static const uint8 TMF_MOD_SONG_NAME[20];
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static const uint8 TMF_MOD_INSTRUMENT_NAME[22];
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static const uint16 TMF_MOD_PERIODS[36];
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public:
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Sound(Audio::Mixer *mixer);
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virtual ~Sound();
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void playSound(int num, uint channel = 0, uint16 loops = 1, uint16 volume = 63, uint16 balance = 63);
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void playSound(uint8 *data, uint32 size, uint channel = 0, uint16 loops = 1, uint16 volume = 63, uint16 balance = 63, DisposeAfterUse::Flag dispose = DisposeAfterUse::YES);
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void pauseSound(uint channel);
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void resumeSound(uint channel);
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void stopSound(uint channel = 0);
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void stopAllSounds();
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bool isSoundActive(uint channel) const;
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void setUserSoundVolume(uint volume);
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int getUserSoundVolume() const;
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// Sets the volume of the sound effect curently active on the specified
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// channel. Does not affect the next sound effect played on the channel.
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void setSoundChannelVolume(uint channel, uint volume);
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// Sets the balance of the sound effect curently active on the specified
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// channel. Does not affect the next sound effect played on the channel.
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void setSoundChannelBalance(uint channel, int8 balance);
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void playMusic(int16 num, bool loop = false);
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void playMusic(uint8 *data, uint32 size, uint8 volume = 63);
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void pauseMusic();
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void resumeMusic();
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void stopMusic();
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bool isMusicActive() const;
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void setUserMusicVolume(uint volume);
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int getUserMusicVolume() const;
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// Sets the volume of the currently active music track. Does not affect the
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// next music track played.
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void setActiveMusicVolume(uint8 volume);
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void playRoomMusic(int16 roomNum);
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void playSpeech(int num, bool waitForFinish, uint16 balance = 63);
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void pauseSpeech();
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void resumeSpeech();
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void stopSpeech();
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bool isSpeechActive() const;
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// Sets the balance of the currently playing speech sample. Does not affect
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// the next speech sample played.
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void setSpeechBalance(uint16 balance = 63);
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void stopAll();
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/**
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* Helper method to wait until any playing speech is finished
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*/
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void waitForSpeechToFinish();
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bool soundEnabled() const;
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void toggleSound(bool enable);
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bool musicEnabled() const;
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void toggleMusic(bool enable);
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bool speechEnabled() const;
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void toggleSpeech(bool enable);
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bool subtitlesEnabled() const;
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void toggleSubtitles(bool enable);
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void syncSoundSettings();
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private:
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// Converts volume from the scale used by the game data (0 - 63) to the
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// ScummVM mixer channel scale (0 - 255).
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uint8 convertVolume(uint16 volume);
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// Converts balance from the scale used by the game data (0 - 127) to the
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// ScummVM mixer channel scale (-127 - 127).
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int8 convertBalance(uint16 balance);
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Audio::Mixer *_mixer;
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Audio::SoundHandle _soundHandle[MAX_SOUND_EFFECTS];
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Audio::SoundHandle _musicHandle;
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Audio::SoundHandle _speechHandle;
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int16 _curMusic = -1;
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// Volume settings in the in-game options screen.
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int _userSoundVolume = -1, _userMusicVolume = -1;
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SoundResource *_speechRes;
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SoundResource *_soundRes;
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};
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} // End of namespace Chewy
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#endif
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