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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef ASYLUM_SYSTEM_SOUND_H
#define ASYLUM_SYSTEM_SOUND_H
#include "common/array.h"
#include "common/rect.h"
#include "audio/mixer.h"
#include "asylum/system/config.h"
#include "asylum/shared.h"
namespace Asylum {
class AsylumEngine;
struct ResourceEntry;
struct SoundItem {
ResourceId resourceId;
int32 field_4;
int32 field_8;
int32 field_C;
SoundItem() {
resourceId = kResourceNone;
field_4 = 0;
field_8 = 0;
field_C = 0;
}
};
struct FrameSoundItem {
ResourceId resourceId;
uint32 frameIndex;
int32 index;
int32 field_C;
int32 field_10;
int32 field_14;
FrameSoundItem() {
resourceId = kResourceNone;
frameIndex = 0;
index = 0;
field_C = 0;
field_10 = 0;
field_14 = 0;
}
};
struct AmbientSoundItem {
int32 field_0;
int32 flags;
ResourceId resourceId;
int32 delta;
int32 attenuation;
int32 nextTick;
int32 flagNum[6];
Common::Point point;
AmbientSoundItem() {
field_0 = 0;
flags = 0;
resourceId = kResourceNone;
delta = 0;
attenuation = 0;
nextTick = 0;
memset(&flagNum, 0, sizeof(flagNum));
}
};
struct SoundQueueItem {
ResourceId resourceId;
Audio::SoundHandle handle;
SoundQueueItem() {
resourceId = kResourceNone;
}
};
class Sound {
public:
Sound(AsylumEngine *engine, Audio::Mixer *mixer);
~Sound();
//////////////////////////////////////////////////////////////////////////
// Playing sounds & music
//////////////////////////////////////////////////////////////////////////
/**
* Play sound
*
* @param resourceId Identifier for the resource.
* @param looping true to looping.
* @param volume The volume.
* @param panning The panning.
*/
void playSound(ResourceId resourceId, bool looping = false, int32 volume = Config.sfxVolume, int32 panning = 0);
/**
* Play music
*
* @param resourceId Identifier for the resource.
* @param volume The volume.
*/
void playMusic(ResourceId resourceId, int32 volume = Config.musicVolume);
/**
* Change music
*
* @param index Zero-based index of the music
* @param musicStatusExt The music status.
*/
void changeMusic(int32 index, int32 musicStatusExt);
/**
* Query if a sound with the resource id is playing.
*
* @param resourceId Identifier for the resource.
*
* @return true if playing, false if not.
*/
bool isPlaying(ResourceId resourceId);
//////////////////////////////////////////////////////////////////////////
// Volume & panning
//////////////////////////////////////////////////////////////////////////
/**
* Sets the volume for a buffered sound resource
*
* @param resourceId Identifier for the resource.
* @param volume The volume.
*/
void setVolume(ResourceId resourceId, int32 volume);
/**
* Sets the music volume.
*
* @param volume The volume.
*/
void setMusicVolume(int32 volume);
/**
* Gets the music volume.
*
* @return The music volume.
*/
int32 getMusicVolume() { return _musicVolume; }
/**
* Sets the panning for a buffered sound resource
*
* @param resourceId Identifier for the resource.
* @param panning The panning.
*/
void setPanning(ResourceId resourceId, int32 panning);
/**
* Determine the amount to increase the supplied sound sample's volume based on the position.
*
* @param point The coordinates
* @param attenuation The attenuation.
* @param delta The delta.
*
* @return The calculated volume adjustement.
*/
int32 calculateVolumeAdjustement(const Common::Point &point, int32 attenuation, int32 delta);
/**
* Gets an adjusted volume.
*
* @param volume The volume.
*
* @return The adjusted volume.
*/
int32 getAdjustedVolume(int32 volume) const;
/**
* Calculates the panning at point.
*
* @param point The coordinates.
*
* @return The calculated panning at point.
*/
int32 calculatePanningAtPoint(const Common::Point &point);
//////////////////////////////////////////////////////////////////////////
// Stopping sounds
//////////////////////////////////////////////////////////////////////////
/**
* Stop the first playing sound with the ResourceId
*
* @param resourceId Identifier for the resource.
*/
void stop(ResourceId resourceId);
/**
* Stop all sounds with the ResourceId
*
* @param resourceId Identifier for the resource.
*/
void stopAll(ResourceId resourceId);
/**
* Stop all buffered sounds
*/
void stopAll();
/**
* Stop music.
*/
void stopMusic();
//////////////////////////////////////////////////////////////////////////
// Conversion functions
//////////////////////////////////////////////////////////////////////////
/**
* Convert volume to a ScummVM mixer value
*
* @param [in,out] vol The volume.
*/
static void convertVolumeFrom(int32 &vol);
/**
* Convert ScummVM mixer value to a volume
*
* @param [in,out] vol The volume.
*/
static void convertVolumeTo(int32 &vol);
private:
AsylumEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _musicHandle;
int32 _musicVolume;
Common::Array<SoundQueueItem> _soundQueue;
//////////////////////////////////////////////////////////////////////////
// Sound queue
//////////////////////////////////////////////////////////////////////////
/**
* Find the index within the sound queue of the sound sample with provided id.
*
* @param resourceId Identifier for the resource.
*
* @return The item.
*/
SoundQueueItem *getItem(ResourceId resourceId);
/**
* Find the index within the sound queue of the playing sound sample with provided id.
*
* @param resourceId Identifier for the resource.
*
* @return The playing item.
*/
SoundQueueItem *getPlayingItem(ResourceId resourceId);
/**
* Adds a sound to the sound queue.
*
* @param resourceId Identifier for the resource.
*
* @return the sound buffer item
*/
SoundQueueItem *addToQueue(ResourceId resourceId);
/**
* Clears the sound queue from finished sounds
*/
void cleanupQueue();
//////////////////////////////////////////////////////////////////////////
// Helper functions
//////////////////////////////////////////////////////////////////////////
/**
* Checks if the sound file is valid
*
* @return true if valid, false if not.
*/
bool isValidSoundResource(ResourceId resourceId);
/**
* Play sound data.
*
* @param type The type.
* @param handle The handle.
* @param soundData The sound data
* @param soundDataLength Length of the sound data.
* @param loop true to loop.
* @param vol The volume.
* @param pan The pan.
*/
void playSoundData(Audio::Mixer::SoundType type, Audio::SoundHandle *handle, byte *soundData, uint32 soundDataLength, bool loop = false, int32 vol = 0, int32 pan = 0);
//////////////////////////////////////////////////////////////////////////
// Conversion functions
//////////////////////////////////////////////////////////////////////////
/**
* Convert pan.
*
* @param [in,out] pan The pan.
*/
static void convertPan(int32 &pan);
};
} // end of namespace Asylum
#endif // ASYLUM_SYSTEM_SOUND_H
|