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engines/alcachofa/sounds.h
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108
engines/alcachofa/sounds.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 ALCACHOFA_SOUNDS_H
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#define ALCACHOFA_SOUNDS_H
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#include "alcachofa/scheduler.h"
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#include "audio/mixer.h"
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#include "audio/audiostream.h"
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namespace Alcachofa {
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class Character;
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using ::Audio::SoundHandle;
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class Sounds {
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public:
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Sounds();
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~Sounds();
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void update();
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SoundHandle playVoice(const Common::String &fileName, byte volume = Audio::Mixer::kMaxChannelVolume);
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SoundHandle playSFX(const Common::String &fileName, byte volume = Audio::Mixer::kMaxChannelVolume);
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void stopAll();
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void stopVoice();
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void pauseAll(bool paused);
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void fadeOut(SoundHandle id, uint32 duration);
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void fadeOutVoiceAndSFX(uint32 duration);
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bool isAlive(SoundHandle id);
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void setVolume(SoundHandle id, byte volume);
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void setAppropriateVolume(SoundHandle id,
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MainCharacterKind processCharacter,
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Character *speakingCharacter);
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bool isNoisy(SoundHandle id, float windowSize, float minDifferences); ///< used for lip-sync
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void startMusic(int musicId);
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void queueMusic(int musicId);
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void fadeMusic(uint32 duration = 500);
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void setMusicToRoom(int roomMusicId);
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Task *waitForMusicToEnd(Process &processd);
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inline bool isMusicPlaying() const { return _isMusicPlaying; }
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inline int musicID() const { return _nextMusicID; }
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inline FakeSemaphore &musicSemaphore() { return _musicSemaphore; }
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private:
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struct Playback {
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void fadeOut(uint32 duration);
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Audio::SoundHandle _handle;
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Audio::Mixer::SoundType _type = Audio::Mixer::SoundType::kPlainSoundType;
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uint32 _fadeStart = 0,
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_fadeDuration = 0;
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int _inputRate = 0;
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Common::Array<int16> _samples; ///< might not be filled, only voice samples are preloaded for lip-sync
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};
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Playback *getPlaybackById(SoundHandle id);
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SoundHandle playSoundInternal(const char *fileName, byte volume, Audio::Mixer::SoundType type);
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Common::Array<Playback> _playbacks;
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Audio::Mixer *_mixer;
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SoundHandle _musicSoundID = {}; // we use another soundID to reuse fading
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bool _isMusicPlaying = false;
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int _nextMusicID = -1;
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FakeSemaphore _musicSemaphore;
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};
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struct PlaySoundTask final : public Task {
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PlaySoundTask(Process &process, SoundHandle soundHandle);
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PlaySoundTask(Process &process, Common::Serializer &s);
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TaskReturn run() override;
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void debugPrint() override;
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const char *taskName() const override;
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private:
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SoundHandle _soundHandle;
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};
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struct WaitForMusicTask final : public Task {
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WaitForMusicTask(Process &process);
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WaitForMusicTask(Process &process, Common::Serializer &s);
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TaskReturn run() override;
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void debugPrint() override;
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const char *taskName() const override;
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private:
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FakeLock _lock;
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};
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}
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#endif // ALCACHOFA_SOUNDS_H
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