scummvm/engines/chewy/sound.h
Filippos Karapetis 79af8bad9d CHEWY: Remove the overriden music buffer added for bug #13672
The MOD player loads the entirety of a song in memory, so we don't need
to add another music buffer
2022-07-10 20:07:19 +03:00

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