scummvm/engines/sherlock/music.h
2016-10-09 14:59:58 +02:00

139 lines
3.0 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 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 SHERLOCK_MUSIC_H
#define SHERLOCK_MUSIC_H
#include "audio/midiparser.h"
#include "audio/mididrv.h"
// for 3DO digital music
#include "audio/mixer.h"
#include "common/mutex.h"
#include "common/str-array.h"
namespace Sherlock {
class SherlockEngine;
class MidiParser_SH : public MidiParser {
public:
MidiParser_SH();
~MidiParser_SH();
protected:
Common::Mutex _mutex;
void parseNextEvent(EventInfo &info);
uint8 _beats;
uint8 _lastEvent;
byte *_data;
byte *_trackEnd;
public:
bool loadMusic(byte *musData, uint32 musSize);
virtual void unloadMusic();
private:
byte *_musData;
uint32 _musDataSize;
};
class Music {
private:
SherlockEngine *_vm;
Audio::Mixer *_mixer;
MidiParser *_midiParser;
MidiDriver *_midiDriver;
Audio::SoundHandle _digitalMusicHandle;
MusicType _musicType;
byte *_midiMusicData;
/**
* Play the specified music resource
*/
bool playMusic(const Common::String &name);
public:
bool _musicPlaying;
bool _musicOn;
int _musicVolume;
bool _midiOption;
Common::String _currentSongName, _nextSongName;
public:
Music(SherlockEngine *vm, Audio::Mixer *mixer);
~Music();
/**
* Saves sound-related settings
*/
void syncMusicSettings();
/**
* Load a specified song
*/
bool loadSong(int songNumber);
/**
* Load a specified song
*/
bool loadSong(const Common::String &songName);
/**
* Start playing a song
*/
void startSong();
/**
* Free any currently loaded song
*/
void freeSong();
/**
* Stop playing the music
*/
void stopMusic();
bool isPlaying();
uint32 getCurrentPosition();
bool waitUntilMSec(uint32 msecTarget, uint32 maxMSec, uint32 additionalDelay, uint32 noMusicDelay);
/**
* Sets the volume of the MIDI music with a value ranging from 0 to 127
*/
void setMusicVolume(int volume);
/**
* Gets the names of all the songs in the game. Used by the debugger.
*/
void getSongNames(Common::StringArray &songs);
/**
* Checks to see if the currently playing song has finished, then the music specified
* in _nextSongName will be started
*/
void checkSongProgress();
};
} // End of namespace Sherlock
#endif