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/* 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 TITANIC_MUSIC_ROOM_HANDLER_H
#define TITANIC_MUSIC_ROOM_HANDLER_H
#include "titanic/sound/audio_buffer.h"
#include "titanic/sound/music_room_instrument.h"
#include "titanic/sound/music_song.h"
#include "titanic/sound/wave_file.h"
namespace Titanic {
class CProjectItem;
class CSoundManager;
enum MusicInstrument { BELLS = 0, SNAKE = 1, PIANO = 2, BASS = 3 };
struct MusicRoomInstrument {
int _pitchControl;
int _speedControl;
bool _directionControl;
bool _inversionControl;
bool _muteControl;
MusicRoomInstrument() : _pitchControl(0), _speedControl(0), _directionControl(false),
_inversionControl(false), _muteControl(false) {}
};
class CMusicRoomHandler {
private:
CProjectItem *_project;
CSoundManager *_soundManager;
CMusicRoomInstrument *_instruments[4];
MusicRoomInstrument _array1[4];
MusicRoomInstrument _array2[4];
CMusicSong *_songs[4];
int _startPos[4];
int _position[4];
double _animExpiryTime[4];
bool _active;
CWaveFile *_waveFile;
int _soundHandle;
int _instrumentsActive;
CAudioBuffer *_audioBuffer;
bool _isPlaying;
uint _soundStartTicks;
uint _startTicks;
int _volume;
private:
/**
* Starts music room instruments animation
*/
void start();
/**
* Handles updating the raw audio being played for all the instruments
*/
void updateAudio();
/**
* Handles updating the instruments themselves, and keeping them animating
*/
void updateInstruments();
/**
* Polls a specified instrument for any updates to see if it's still active.
* @returns Returns true if a given instrument is still active..
* that is, that there is still more data that can be read from it to play
*/
bool pollInstrument(MusicInstrument instrument);
/**
* Gets the duration for a given fragment of an instrument to play
* out, so that animations of the instruments can be synchronized
* to the actual music
*/
double getAnimDuration(MusicInstrument instrument, int arrIndex);
/**
* Figures out a pitch value (of some sort) for use in determining
* which wave file the music instruments will use.
*/
int getPitch(MusicInstrument instrument, int arrIndex);
public:
CMusicRoomHandler(CProjectItem *project, CSoundManager *soundManager);
~CMusicRoomHandler();
/**
* Creates a new music room instrument class to handle the operation of one
* of the instruments in the music room.
* @param instrument Which instrument to create for
* @param count Number of Wave files the new instance will contain
*/
CMusicRoomInstrument *createInstrument(MusicInstrument instrument, int count);
/**
* Main setup for the music room handler
*/
void setup(int volume);
/**
* Flags whether the music handler is active
*/
void setActive(bool flag) { _active = flag; }
/**
* Stop playing the music
*/
void stop();
/**
* Checks the specified instrument to see if it's settings are "correct"
*/
bool checkInstrument(MusicInstrument instrument) const;
/**
* Sets the speed control value
*/
void setSpeedControl2(MusicInstrument instrument, int value);
/**
* Sets the pitch control value
*/
void setPitchControl2(MusicInstrument instrument, int value);
/**
* Sets the inversion control value
*/
void setInversionControl2(MusicInstrument instrument, bool value);
/**
* Sets the direction control value
*/
void setDirectionControl2(MusicInstrument instrument, bool value);
/**
* Sets the pitch control value
*/
void setPitchControl(MusicInstrument instrument, int value);
/**
* Sets the speed control value
*/
void setSpeedControl(MusicInstrument instrument, int value);
/**
* Sets the direction control value
*/
void setDirectionControl(MusicInstrument instrument, bool value);
/**
* Sets the inversion control value
*/
void setInversionControl(MusicInstrument instrument, bool value);
/**
* Sets the mute control value
*/
void setMuteControl(MusicInstrument instrument, bool value);
/**
* Handles regular updates
* @returns True if the music is still playing
*/
bool update();
};
} // End of namespace Titanic
#endif /* TITANIC_MUSIC_ROOM_HANDLER_H */
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