File: SoundHandler.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_SOUNDHANDLER_H
#define HPL_SOUNDHANDLER_H

#include "common/list.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/physics/PhysicsWorld.h"
#include "hpl1/engine/system/SystemTypes.h"

namespace hpl {

class iLowLevelSound;
class iSoundChannel;
class cWorld3D;

//----------------------------------------

enum eSoundDest : unsigned int {
	eSoundDest_World = eFlagBit_0,
	eSoundDest_Gui = eFlagBit_1,
	eSoundDest_All = eFlagBit_All
};

//----------------------------------------

class cSoundRayCallback : public iPhysicsRayCallback {
public:
	void Reset();
	bool HasCollided() { return mbHasCollided; }

	bool BeforeIntersect(iPhysicsBody *pBody);
	bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);

private:
	bool mbHasCollided;
	// int mlCount;
};

//----------------------------------------

////////////////////////////////////////////////////
//////////// SOUND ENTRY ///////////////////////////
////////////////////////////////////////////////////

class cSoundEntry {
public:
	cSoundEntry() : mfNormalVolume(1), mfNormalVolumeFadeDest(1),
					mfNormalVolumeMul(1), mfNormalVolumeFadeSpeed(0), mbStream(false),
					mlCount(0), mpSound(nullptr) {}

	void Update(float afTimeStep);

	tString msName;
	iSoundChannel *mpSound;

	float mfNormalVolume;
	float mfNormalVolumeMul;
	float mfNormalVolumeFadeDest;
	float mfNormalVolumeFadeSpeed;

	float mfNormalSpeed;

	bool mbFirstTime;

	float mfBlockMul;
	float mfBlockFadeDest;
	float mfBlockFadeSpeed;

	bool mbStream;

	long int mlCount;

	eSoundDest mEffectType;
};

typedef Common::List<cSoundEntry> tSoundEntryList;
typedef tSoundEntryList::iterator tSoundEntryListIt;

typedef cSTLIterator<cSoundEntry, tSoundEntryList, tSoundEntryListIt> tSoundEntryIterator;

////////////////////////////////////////////////////
//////////// SOUND HANDLER ///////////////////////
////////////////////////////////////////////////////

//----------------------------------------

typedef Common::StableMap<tString, int> tPlayedSoundNumMap;
typedef tPlayedSoundNumMap::iterator tPlayedSoundNumMapIt;

//----------------------------------------

class cResources;

//----------------------------------------

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

	iSoundChannel *Play(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos,
						float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, bool ab3D = false,
						int alPriorityModifier = 0, eSoundDest aEffectType = eSoundDest_World);

	iSoundChannel *Play3D(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos,
						  float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, int alPriorityModifier = 0,
						  eSoundDest aEffectType = eSoundDest_World) {
		return Play(asName, abLoop, afVolume, avPos, afMinDist, afMaxDist, mType, abRelative, true,
					alPriorityModifier, aEffectType);
	}

	iSoundChannel *PlayStream(const tString &asFileName, bool abLoop, float afVolume, bool ab3D = false,
							  eSoundDest aEffectType = eSoundDest_Gui);

	iSoundChannel *PlayGui(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos = cVector3f(0, 0, 1),
						   eSoundDest aEffectType = eSoundDest_Gui);

	void SetSilent(bool abX) { mbSilent = abX; }
	bool GetSilent() { return mbSilent; }

	bool Stop(const tString &asName);
	bool StopAllExcept(const tString &asName);

	void StopAll(tFlag mTypes);
	void PauseAll(tFlag mTypes);
	void ResumeAll(tFlag mTypes);

	bool IsPlaying(const tString &asName);

	bool IsValid(iSoundChannel *apChannel);
	bool IsValidId(iSoundChannel *apChannel, int alId);

	void Update(float afTimeStep);

	void SetSpeed(float afSpeed, float afRate, tFlag mTypes);
	void SetVolume(float afVolume, float afRate, tFlag mTypes);

	float GetVolume() { return mfVolume; }

	void SetWorld3D(cWorld3D *apWorld3D);

	cSoundEntry *GetEntryFromSound(iSoundChannel *apSound);

	iSoundChannel *CreateChannel(const tString &asName, int alPriority);

	tSoundEntryList *GetWorldEntryList();
	tSoundEntryList *GetGuiEntryList();

private:
	iLowLevelSound *mpLowLevelSound;
	cResources *mpResources;

	tSoundEntryList mlstGuiSounds;
	tSoundEntryList mlstWorldSounds;

	bool mbSilent;

	float mfSpeed;
	float mfNewSpeed;
	float mfSpeedRate;
	tFlag mAffectedBySpeed;

	float mfVolume;
	float mfNewVolume;
	float mfVolumeRate;
	tFlag mAffectedByVolume;

	cWorld3D *mpWorld3D;

	cSoundRayCallback mSoundRayCallback;

	tPlayedSoundNumMap m_mapPlayedSound;

	cSoundEntry *GetEntry(const tString &asName);
	bool UpdateEntry(cSoundEntry *apEntry, float afTimeStep, tFlag aTypes);
	void UpdateDistanceVolume3D(cSoundEntry *apEntry, float afTimeStep, bool abFade, tFlag aTypes);

	int mlCount;
	int mlIdCount;
};

} // namespace hpl

#endif // HPL_SOUNDHANDLER_H