File: MusicHandler.h

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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/>.
 *
 */

/*
 * Copyright (C) 2006-2010 - Frictional Games
 *
 * This file is part of HPL1 Engine.
 */

#ifndef HPL_MUSICHANDLER_H
#define HPL_MUSICHANDLER_H

#include "common/list.h"
#include "hpl1/engine/system/SystemTypes.h"

namespace hpl {

class iLowLevelSound;
class iSoundChannel;

////////////////////////////////////////////////////
//////////// MUSIC LOCK ///////////////////////////
////////////////////////////////////////////////////

class cMusicLock {
public:
	cMusicLock() : msFileName(""), mfVolume(0) {}

	tString msFileName;
	float mfVolume;
	bool mbLoop;
};

////////////////////////////////////////////////////
//////////// MUSIC ENTRY ///////////////////////////
////////////////////////////////////////////////////

class cMusicEntry {
public:
	cMusicEntry() : msFileName(""), mpStream(NULL), mfMaxVolume(1),
					mfVolume(0), mfVolumeAdd(0.01f) {}

	tString msFileName;
	iSoundChannel *mpStream;
	float mfMaxVolume;
	float mfVolume;
	float mfVolumeAdd;
	bool mbLoop;
};

typedef Common::List<cMusicEntry *> tMusicEntryList;
typedef tMusicEntryList::iterator tMusicEntryListIt;

////////////////////////////////////////////////////
//////////// MUSIC HANDLER ///////////////////////
////////////////////////////////////////////////////

class cResources;

class cMusicHandler {
public:
	cMusicHandler(iLowLevelSound *apLowLevelSound, cResources *apResources);
	~cMusicHandler();

	/**
	 * Play a song. Playing a song that is already playing updates it's properties.
	 * \param asFileName file to be played
	 * \param afVolume volume to be played at
	 * \param afFadeStepSize volume increse/decrease per app step when fading to new volume.
	 * \param abLoop If the music should be looped or not.
	 * \return
	 */
	bool Play(const tString &asFileName, float afVolume, float afFadeStepSize, bool abLoop);

	/**
	 * Stop playing the current music.
	 * \param afFadeStepSize volume increse/decrease per app step when fading volume to 0.
	 */
	void Stop(float afFadeStepSize);
	void Pause();
	void Resume();

	/**
	 * No more music can be played when locked. Latest song that has been tried to be palyed is saved in lock.
	 * \param apLock
	 */
	void Lock(cMusicLock *apLock);
	/**
	 * Remove lock.
	 */
	void UnLock();
	tString GetCurrentSongName();
	float GetCurrentSongVolume();

	cMusicEntry *GetCurrentSong();

	void Update(float afTimeStep);

private:
	iLowLevelSound *mpLowLevelSound;
	cResources *mpResources;

	tMusicEntryList mlstFadingSongs;
	cMusicEntry *mpMainSong;
	cMusicLock *mpLock;
	bool mbIsPaused;

	bool LoadAndStart(const tString &asFileName, cMusicEntry *apSong, float afVolume, bool abLoop);
};

} // namespace hpl
#endif // HPL_MUSICHANDLER_H