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engines/access/sound.h
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122
engines/access/sound.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ACCESS_SOUND_H
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#define ACCESS_SOUND_H
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#include "common/scummsys.h"
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#include "access/files.h"
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#include "audio/midiplayer.h"
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#define MAX_SOUNDS 20
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namespace Audio {
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class AudioStream;
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class SoundHandle;
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}
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namespace Access {
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class AccessEngine;
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struct SoundEntry {
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Resource *_res;
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int _priority;
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SoundEntry() { _res = nullptr; _priority = 0; }
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SoundEntry(Resource *res, int priority) { _res = res; _priority = priority; }
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};
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class SoundManager {
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struct QueuedSound {
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Audio::AudioStream *_stream;
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int _soundId;
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QueuedSound() : _stream(nullptr), _soundId(-1) {}
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QueuedSound(Audio::AudioStream *stream, int soundId) : _stream(stream), _soundId(soundId) {}
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};
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private:
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AccessEngine *_vm;
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Audio::Mixer *_mixer;
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Audio::SoundHandle *_effectsHandle;
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Common::Array<QueuedSound> _queue;
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void clearSounds();
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void playSound(Resource *res, int priority, bool loop, int soundIndex = -1);
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bool isSoundQueued(int soundId) const;
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public:
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Common::Array<SoundEntry> _soundTable;
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public:
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SoundManager(AccessEngine *vm, Audio::Mixer *mixer);
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~SoundManager();
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void loadSoundTable(int idx, int fileNum, int subfile, int priority = 1);
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void playSound(int soundIndex, bool loop = false);
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void checkSoundQueue();
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bool isSFXPlaying();
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Resource *loadSound(int fileNum, int subfile);
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void loadSounds(const Common::Array<RoomInfo::SoundIdent> &sounds);
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void syncVolume();
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void stopSound();
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void freeSounds();
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};
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class MusicManager : public Audio::MidiPlayer {
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private:
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AccessEngine *_vm;
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Resource *_tempMusic;
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// MidiDriver_BASE interface implementation
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void send(uint32 b) override;
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public:
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Resource *_music;
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public:
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MusicManager(AccessEngine *vm);
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~MusicManager() override;
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void midiPlay();
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bool checkMidiDone();
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void midiRepeat();
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void stopSong();
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void newMusic(int musicId, int mode);
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void freeMusic();
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void loadMusic(int fileNum, int subfile);
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void loadMusic(FileIdent file);
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void setLoop(bool loop);
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};
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} // End of namespace Access
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#endif /* ACCESS_SOUND_H*/
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