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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 SCUMM_MUSIC_H
#define SCUMM_MUSIC_H
#include "common/serializer.h"
#include "common/scummsys.h"
namespace Scumm {
/**
* Pure virtual base class for the various music/sound engines used in Scumm
* games. In particular, the iMuse code provides a subclass of this. There are
* several other subclasses providing music and sound capabilities for
* several Scumm games.
* Having this base class for all music engines allows uniform access to the
* core music/sound functionality, thus simplifying the client code.
*
* Instantiated by class Scumm.
*/
class MusicEngine : public Common::Serializable {
public:
~MusicEngine() override {}
/**
* Set the output volume for music.
* Also used, if the inheriting class doesn't
* distinguish between music and sfx.
* @param vol the new output volume
*/
virtual void setMusicVolume(int vol) = 0;
/**
* Set the output volume for sound effects.
* No need to implement this in the inheriting
* class if it doesn't distinguish between
* music and sfx.
* @param vol the new output volume
*/
virtual void setSfxVolume(int vol) {}
/**
* Start playing the sound with the given id.
* @param sound the sound to start
*/
virtual void startSound(int sound) = 0;
/**
* Start playing the sound with the given id and track id.
* @param sound the sound to start
* @param track the track to start
*/
virtual void startSoundWithTrackID(int sound, int track) { startSound(sound); }
/**
* Stop playing the sound with the given id.
* @param sound the sound to stop
*/
virtual void stopSound(int sound) = 0;
/**
* Start playing all currently playing sounds.
*/
virtual void stopAllSounds() = 0;
/**
* Query the status of the sound with the given id. Usually this is just
* a boolean telling us whether the sound is playing or not.
* @param sound the sound to for which we want the status
* @return the status of the specified sound
*/
virtual int getSoundStatus(int sound) const = 0;
/**
* Get the value of the music timer. Used for synchronising scripts with
* the music/sound.
* @return the music timer
*/
virtual int getMusicTimer() { return 0; }
/**
* Set sound quality if applicable (used for Macintosh sound)
* @param qual quality setting (range and meaning are specific to the respective player)
*/
virtual void setQuality(int qual) {}
/**
* Notify player that the sound is supposed to be enabled/disabled (used for Macintosh sound)
*/
virtual void toggleMusic(bool enable) {}
virtual void toggleSoundEffects(bool enable) {}
/**
* Save or load the music state.
*/
void saveLoadWithSerializer(Common::Serializer &ser) override {}
/**
* Performs necessary post-load operations on the sound engine, like restarting of music
* tracks or looping pcm sounds. Some targets get this done via scripts but others don't.
* Currently, this is used for FM-Towns and Mac.
*/
virtual void restoreAfterLoad() {}
};
} // End of namespace Scumm
#endif
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