mirror of
https://github.com/libretro/scummvm.git
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77c70d4ee7
- Fixed some misplaced actor glitches in Bargon svn-id: r25585
151 lines
4.1 KiB
C++
151 lines
4.1 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2004 Ivan Dubrov
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* Copyright (C) 2004-2006 The ScummVM project
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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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* 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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* 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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* $URL$
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* $Id$
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*
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*/
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#ifndef GOB_SOUND_H
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#define GOB_SOUND_H
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#include "sound/audiostream.h"
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#include "sound/mixer.h"
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namespace Gob {
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class Snd : public Audio::AudioStream {
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public:
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struct SoundDesc {
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Audio::SoundHandle handle;
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char *data;
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uint32 size;
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int16 repCount;
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int16 timerTicks;
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int16 inClocks;
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int16 frequency;
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int16 flag;
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SoundDesc() : data(0), size(0), repCount(0), timerTicks(0),
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inClocks(0), frequency(0), flag(0) {}
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};
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typedef void (*CleanupFuncPtr) (int16);
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char _playingSound;
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CleanupFuncPtr _cleanupFunc;
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Snd(GobEngine *vm);
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void speakerOn(int16 frequency, int32 length);
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void speakerOff(void);
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SoundDesc *loadSoundData(const char *path);
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void stopSound(int16 fadeLength);
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void playSample(SoundDesc *sndDesc, int16 repCount, int16 frequency, int16 fadeLength = 0);
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void playComposition(int16 *composition, int16 freqVal, SoundDesc **sndDescs = 0,
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int8 *sndTypes = 0, int8 sndCount = 60);
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void stopComposition(void);
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void waitEndPlay(bool interruptible = false, bool stopComp = true);
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// This deletes sndDesc and stops playing the sample.
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// If freedata is set, it also delete[]s the sample data.
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void freeSoundDesc(SoundDesc *sndDesc, bool freedata=true);
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return false; }
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bool endOfData() const { return _end; }
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bool endOfStream() const { return false; }
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int getRate() const { return _rate; }
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protected:
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// TODO: This is a very primitive square wave generator. The only thing is
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// has in common with the PC speaker is that it sounds terrible.
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class SquareWaveStream : public Audio::AudioStream {
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private:
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uint _rate;
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bool _beepForever;
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uint32 _periodLength;
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uint32 _periodSamples;
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uint32 _remainingSamples;
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int16 _sampleValue;
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public:
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SquareWaveStream();
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~SquareWaveStream() {}
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void playNote(int freq, int32 ms, uint rate);
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void stop(void) { _remainingSamples = 0; }
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int readBuffer(int16 *buffer, const int numSamples);
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bool isStereo() const { return false; }
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bool endOfData() const { return false; }
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bool endOfStream() const { return false; }
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int getRate() const { return _rate; }
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};
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SquareWaveStream _speakerStream;
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Audio::SoundHandle _speakerHandle;
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Audio::SoundHandle *_activeHandle;
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Audio::SoundHandle _compositionHandle;
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SoundDesc **_compositionSamples;
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int8 *_compositionSampleTypes;
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int8 _compositionSampleCount;
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int16 _composition[50];
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int8 _compositionPos;
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Audio::SoundHandle _handle;
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Common::Mutex _mutex;
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SoundDesc *_curSoundDesc;
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bool _end;
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int8 *_data;
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uint32 _length;
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uint32 _rate;
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int32 _freq;
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int32 _repCount;
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double _offset;
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double _ratio;
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double _frac;
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int16 _cur;
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int16 _last;
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bool _fade;
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double _fadeVol;
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double _fadeVolStep;
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uint8 _fadeLength;
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uint32 _fadeSamples;
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uint32 _curFadeSamples;
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GobEngine *_vm;
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void cleanupFuncCallback() {;}
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int16 checkProAudio(void) {return 0;}
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int16 checkAdlib(void) {return 0;}
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int16 checkBlaster(void) {return 0;}
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void writeAdlib(int16 port, int16 data);
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void setBlasterPort(int16 port);
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void setResetTimerFlag(char flag){return;}
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void setSample(Snd::SoundDesc *sndDesc, int16 repCount, int16 frequency, int16 fadeLength);
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void checkEndSample(void);
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void nextCompositionPos(void);
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};
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} // End of namespace Gob
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#endif
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