File: soundrecords.h

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (190 lines) | stat: -rw-r--r-- 5,974 bytes parent folder | download | duplicates (2)
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
/* 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 NANCY_ACTION_SOUNDRECORDS_H
#define NANCY_ACTION_SOUNDRECORDS_H

#include "engines/nancy/action/actionrecord.h"

namespace Nancy {
namespace Action {

// Sets the volume for a particular channel.
class SetVolume : public ActionRecord {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	uint16 channel = 0;
	byte volume = 0;

protected:
	Common::String getRecordTypeName() const override { return "SetVolume"; }
};

// Used for sound effects. From nancy3 up it includes 3D sound data, which lets
// the sound move in 3D space as the player rotates/changes scenes. Also supports
// changing the scene and/or setting a flag
class PlaySound : public ActionRecord {
public:
	PlaySound() {}
	~PlaySound() { delete _soundEffect; }

	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	SoundDescription _sound;
	SoundEffectDescription *_soundEffect = nullptr;
	bool _changeSceneImmediately = false;
	SceneChangeDescription _sceneChange;
	FlagDescription _flag;

protected:
	Common::String getRecordTypeName() const override;
};

// The same as PlaySound, but with the addition of captioning text,
// which gets displayed inside the Textbox.
class PlaySoundCC : public PlaySound {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	void readCCText(Common::SeekableReadStream &stream, Common::String &out);

	Common::String _ccText;

protected:
	Common::String getRecordTypeName() const override;
};

// Short version of PlaySoundCC, no event flag
class PlaySoundTerse : public PlaySoundCC {
public:
	void readData(Common::SeekableReadStream &stream) override;

protected:
	Common::String getRecordTypeName() const override { return "PlaySoundTerse"; }
};

// Short version of PlaySoundCC, with event flag
class PlaySoundEventFlagTerse : public PlaySoundCC {
public:
	void readData(Common::SeekableReadStream &stream) override;

protected:
	Common::String getRecordTypeName() const override { return "PlaySoundEventFlagTerse"; }
};

// Used for sounds that pan left-right depending on the scene background frame.
// Only used in The Vampire Diaries; later games use PlaySound's 3D sound capabilities instead
class PlaySoundFrameAnchor : public ActionRecord {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	SoundDescription _sound;

protected:
	Common::String getRecordTypeName() const override;
};

// Plays a sound effect; has multiple hotspots, one per scene background frame.
// Used in exactly two places; one scene in tvd, and one in nancy1
class PlaySoundMultiHS : public ActionRecord {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	SoundDescription _sound; // 0x0
	SceneChangeDescription _sceneChange; // 0x22
	FlagDescription _flag; // 0x2A
	Common::Array<HotspotDescription> _hotspots; // 0x31

protected:
	bool canHaveHotspot() const override { return true; }
	Common::String getRecordTypeName() const override { return "PlaySoundMultiHS"; }
};

// Stops a sound if it's loaded and playing. Used very rarely, as sounds (usually)
// get auto-stopped on a scene change
class StopSound : public ActionRecord {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	uint _channelID;
	SceneChangeWithFlag _sceneChange;

protected:
	Common::String getRecordTypeName() const override { return "StopSound"; }
};

// Same as PlaySound, except it randomly picks between one of several
// provided sound files; all other settings for the sound are shared.
class PlayRandomSound : public PlaySound {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	Common::Array<Common::String> _soundNames;

	uint _selectedSound = 0;

protected:
	Common::String getRecordTypeName() const override { return "PlayRandomSound"; }
};

// Short version of PlayRandomSound, but ALSO supports closed captioning text
class PlayRandomSoundTerse : public PlaySoundTerse {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

	Common::Array<Common::String> _soundNames;
	Common::Array<Common::String> _ccTexts;

	uint _selectedSound = 0;

protected:
	Common::String getRecordTypeName() const override { return "PlayRandomSoundTerse"; }
};

// Same as PlaySound, except it discards the filename provided in the data.
// Instead, it takes the current value of an item in TableData, and appends that
// value to the end of the base filename provided in the TABL chunk. Does not contain
// any CC text inside the record data; instead, that also gets copied over from TABL.
class TableIndexPlaySound : public PlaySoundCC {
public:
	void readData(Common::SeekableReadStream &stream) override;
	void execute() override;

protected:
	Common::String getRecordTypeName() const override { return "TableIndexPlaySound"; }

	uint16 _tableIndex = 0;
	int16 _lastIndexVal = -1;
};

} // End of namespace Action
} // End of namespace Nancy

#endif // NANCY_ACTION_NAVIGATIONRECORDS_H