1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378
|
/* 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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#ifndef TONY_SOUND_H
#define TONY_SOUND_H
#include "audio/mixer.h"
#include "common/file.h"
#include "tony/gfxcore.h"
#include "tony/loc.h"
#include "tony/utils.h"
namespace Audio {
class RewindableAudioStream;
}
namespace Tony {
class FPStream;
class FPSfx;
enum SoundCodecs {
FPCODEC_UNKNOWN,
FPCODEC_ADPCM,
FPCODEC_MP3,
FPCODEC_OGG,
FPCODEC_FLAC
};
/**
* Sound driver For Tony Tough
*/
class FPSound {
private:
bool _soundSupported;
public:
/**
* Default constructor. Initializes the attributes.
*
*/
FPSound();
/**
* Destroy the object and free the memory
*
*/
~FPSound();
/**
* Initializes the object, and prepare everything you need to create streams and sound effects.
*
* @returns True is everything is OK, False otherwise
*/
bool init();
/**
* Allocates an object of type FPStream, and return its pointer
*
* @param streamPtr Will contain a pointer to the object you just created.
*
* @returns True is everything is OK, False otherwise
*/
bool createStream(FPStream **streamPtr);
/**
* Allocates an object of type FpSfx, and return its pointer
*
* @param sfxPtr Will contain a pointer to the object you just created.
*
* @returns True is everything is OK, False otherwise
*/
bool createSfx(FPSfx **sfxPtr);
/**
* Set the general volume
*
* @param volume Volume to set (0-63)
*/
void setMasterVolume(int volume);
/**
* Get the general volume
*
* @param volume Variable that will contain the volume (0-63)
*/
void getMasterVolume(int *volume);
};
class FPSfx {
private:
bool _soundSupported; // True if the sound is active
bool _fileLoaded; // True is a file is opened
bool _loop; // True is sound effect should loop
int _lastVolume;
bool _isVoice;
bool _paused;
Audio::AudioStream *_loopStream;
Audio::RewindableAudioStream *_rewindableStream;
Audio::SoundHandle _handle;
public:
uint32 _hEndOfBuffer;
/**
* Check process for whether sounds have finished playing
*/
static void soundCheckProcess(CORO_PARAM, const void *param);
/**
* Default constructor.
*
* @remarks Do *NOT* declare an object directly, but rather
* create it using FPSound::CreateSfx()
*
*/
FPSfx(bool soundOn);
/**
* Default Destructor.
*
* @remarks It is also stops the sound effect that may be
* currently played, and free the memory it uses.
*
*/
~FPSfx();
/**
* Releases the memory used by the object.
*
* @remarks Must be called when the object is no longer used and
* **ONLY** if the object was created by
* FPSound::CreateStream().
* Object pointers are no longer valid after this call.
*/
void release();
/**
* Opens a file and loads a sound effect.
*
* @param fileName Sfx filename
* @param codec CODEC used to uncompress the samples
*
* @returns True is everything is OK, False otherwise
*/
bool loadFile(const char *fileName);
bool loadWave(Common::SeekableReadStream *stream);
bool loadVoiceFromVDB(Common::File &vdbFP);
/**
* Play the Sfx in memory.
*
* @returns True is everything is OK, False otherwise
*/
bool play();
/**
* Stops a Sfx.
*
* @returns True is everything is OK, False otherwise
*/
bool stop();
/**
* Pauses a Sfx.
*
*/
void setPause(bool pause);
/**
* Enables or disables the Sfx loop.
*
* @param loop True to enable the loop, False to disable
*
* @remarks The loop must be activated BEFORE the sfx starts
* playing. Any changes made during the play will have
* no effect until the sfx is stopped then played again.
*/
void setLoop(bool loop);
/**
* Change the volume of Sfx
*
* @param volume Volume to be set (0-63)
*
*/
void setVolume(int volume);
/**
* Gets the Sfx volume
*
* @param volumePtr Will contain the current Sfx volume
*
*/
void getVolume(int *volumePtr);
/**
* Returns true if the underlying sound has ended
*/
bool endOfBuffer() const;
};
class FPStream {
private:
uint32 _bufferSize; // Buffer size (bytes)
uint32 _size; // Stream size (bytes)
Common::File _file; // File handle used for the stream
bool _soundSupported; // True if the sound is active
bool _fileLoaded; // True if the file is open
bool _loop; // True if the stream should loop
bool _doFadeOut; // True if fade out is required
bool _syncExit;
bool _paused;
int _lastVolume;
FPStream *_syncToPlay;
Audio::AudioStream *_loopStream;
Audio::RewindableAudioStream *_rewindableStream;
Audio::SoundHandle _handle;
public:
/**
* Default constructor.
*
* @remarks Do *NOT* declare an object directly, but rather
* create it using FPSound::CreateStream()
*/
FPStream(bool soundOn);
/**
* Default destructor.
*
* @remarks It calls CloseFile() if needed.
*/
~FPStream();
/**
* Releases the memory object.
*
* @remarks Must be called when the object is no longer used
* and **ONLY** if the object was created by
* FPSound::CreateStream().
* Object pointers are no longer valid after this call.
*/
void release();
/**
* Opens a file stream
*
* @param fileName Filename to be opened
*
* @returns True is everything is OK, False otherwise
*/
bool loadFile(const Common::String &fileName, int sync);
/**
* Closes a file stream (opened or not).
*
* @returns For safety, the destructor calls unloadFile() if it has not
* been mentioned explicitly.
*
* @remarks It is necessary to call this function to free the
* memory used by the stream.
*/
bool unloadFile();
/**
* Play the stream.
*
* @returns True is everything is OK, False otherwise
*/
bool play();
void playFast();
/**
* Closes the stream.
*
* @returns True is everything is OK, False otherwise
*/
bool stop();
void waitForSync(FPStream *toPlay);
/**
* Pause sound effect
*
* @param pause True enables pause, False disables it
*/
void setPause(bool pause);
/**
* Unables or disables stream loop.
*
* @param loop True enable loop, False disables it
*
* @remarks The loop must be activated BEFORE the stream starts
* playing. Any changes made during the play will have no
* effect until the stream is stopped then played again.
*/
void setLoop(bool loop);
/**
* Change the volume of the stream
*
* @param volume Volume to be set (0-63)
*/
void setVolume(int volume);
/**
* Gets the volume of the stream
*
* @param volumePtr Variable that will contain the current volume
*
*/
void getVolume(int *volumePtr);
};
} // End of namespace Tony
#endif
|