scummvm/engines/agi/sound.h
Matthew Hoops de6390dddb AGI: Make the sound code use AgiBase instead of AgiEngine
In preparation of using the sound code with Winnie
2011-08-14 13:10:43 -04:00

162 lines
4.3 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef AGI_SOUND_H
#define AGI_SOUND_H
#include "audio/mixer.h"
namespace Agi {
#define SOUND_EMU_NONE 0
#define SOUND_EMU_PC 1
#define SOUND_EMU_PCJR 2
#define SOUND_EMU_MAC 3
#define SOUND_EMU_AMIGA 4
#define SOUND_EMU_APPLE2GS 5
#define SOUND_EMU_COCO3 6
#define SOUND_EMU_MIDI 7
/**
* AGI sound note structure.
*/
struct AgiNote {
uint16 duration; ///< Note duration
uint16 freqDiv; ///< Note frequency divisor (10-bit)
uint8 attenuation; ///< Note volume attenuation (4-bit)
/** Reads an AgiNote through the given pointer. */
void read(const uint8 *ptr) {
duration = READ_LE_UINT16(ptr);
uint16 freqByte0 = *(ptr + 2); // Bits 4-9 of the frequency divisor
uint16 freqByte1 = *(ptr + 3); // Bits 0-3 of the frequency divisor
// Merge the frequency divisor's bits together into a single variable
freqDiv = ((freqByte0 & 0x3F) << 4) | (freqByte1 & 0x0F);
attenuation = *(ptr + 4) & 0x0F;
}
};
/**
* AGI sound resource types.
* It's probably coincidence that all the values here are powers of two
* as they're simply the different used values in AGI sound resources'
* starts (The first 16-bit little endian word, to be precise).
*/
enum AgiSoundEmuType {
AGI_SOUND_SAMPLE = 0x0001,
AGI_SOUND_MIDI = 0x0002,
AGI_SOUND_4CHN = 0x0008
};
class SoundMgr;
class SoundGen {
public:
SoundGen(AgiBase *vm, Audio::Mixer *pMixer) : _vm(vm), _mixer(pMixer) {
_sampleRate = pMixer->getOutputRate();
}
virtual ~SoundGen() {}
virtual void play(int resnum) = 0;
virtual void stop(void) = 0;
AgiBase *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _soundHandle;
uint32 _sampleRate;
};
/**
* AGI sound resource structure.
*/
class AgiSound {
public:
AgiSound(SoundMgr &manager) : _manager(manager), _isPlaying(false), _isValid(false) {}
virtual ~AgiSound() {}
virtual void play() { _isPlaying = true; }
virtual void stop() { _isPlaying = false; }
virtual bool isPlaying() { return _isPlaying; }
virtual uint16 type() = 0;
/**
* A named constructor for creating different types of AgiSound objects
* from a raw sound resource.
*
* NOTE: This function should take responsibility for freeing the raw resource
* from memory using free() or delegate the responsibility onwards to some other
* function!
*/
static AgiSound *createFromRawResource(uint8 *data, uint32 len, int resnum, SoundMgr &manager, int soundemu);
protected:
SoundMgr &_manager; ///< AGI sound manager object
bool _isPlaying; ///< Is the sound playing?
bool _isValid; ///< Is this a valid sound object?
};
class PCjrSound : public AgiSound {
public:
PCjrSound(uint8 *data, uint32 len, int resnum, SoundMgr &manager);
~PCjrSound() { free(_data); }
virtual uint16 type() { return _type; }
const uint8 *getVoicePointer(uint voiceNum);
uint8 *getData() { return _data; }
uint32 getLength() { return _len; }
protected:
uint8 *_data; ///< Raw sound resource data
uint32 _len; ///< Length of the raw sound resource
uint16 _type; ///< Sound resource type
};
class SoundMgr {
public:
SoundMgr(AgiBase *agi, Audio::Mixer *pMixer);
~SoundMgr();
void setVolume(uint8 volume);
void unloadSound(int);
void playSound();
int initSound();
void deinitSound();
void startSound(int, int);
void stopSound();
void soundIsFinished();
private:
int _endflag;
AgiBase *_vm;
SoundGen *_soundGen;
int _playingSound;
};
} // End of namespace Agi
#endif /* AGI_SOUND_H */