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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 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
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