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engines/bladerunner/music.h
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109
engines/bladerunner/music.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 BLADERUNNER_MUSIC_H
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#define BLADERUNNER_MUSIC_H
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#include "common/mutex.h"
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#include "common/str.h"
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#include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_BUGS and BLADERUNNER_ORIGINAL_SETTINGS symbols
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namespace BladeRunner {
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class AudStream;
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class Music {
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struct Track {
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Common::String name;
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int volume; // A value in [0, 100] - It is the set (target) volume for the track regardless of fadeIn and fadeOut transitions
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int pan; // A value in [-100, 100]. -100 is left, 100 is right and 0 is center - It is the set (target) pan/balance for the track regardless of any ongoing adjustments
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int32 timeFadeInSeconds; // how long will it take for the track to reach target volume (in seconds)
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int32 timePlaySeconds; // how long the track will play before starting fading out (in seconds) - uses timeFadeOutSeconds for fadeout
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// -1: Special value for playing the whole track
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int loop; // values from enum MusicTrackLoop (see game_constants.h)
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int32 timeFadeOutSeconds; // how long the fade out will be for the track at its end (in seconds)
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};
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BladeRunnerEngine *_vm;
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Common::Mutex _mutex;
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int _musicVolumeFactorOriginalEngine; // should be in [0, 100]
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int _channel;
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bool _isNextPresent;
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bool _isPlaying;
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bool _isPaused;
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Track _current;
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Track _next;
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byte *_data;
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AudStream *_stream;
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public:
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Music(BladeRunnerEngine *vm);
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~Music();
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bool play(const Common::String &trackName, int volume, int pan, int32 timeFadeInSeconds, int32 timePlaySeconds, int loop, int32 timeFadeOutSeconds);
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void stop(uint32 delaySeconds);
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void adjust(int volume, int pan, uint32 delaySeconds);
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bool isPlaying();
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void setVolume(int volume);
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int getVolume() const;
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void playSample();
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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#if !BLADERUNNER_ORIGINAL_BUGS
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// moved to public access
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void fadeOut();
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void next();
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#endif // !BLADERUNNER_ORIGINAL_BUGS
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private:
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void reset();
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#if BLADERUNNER_ORIGINAL_BUGS
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void adjustVolume(int adjustedVolume, uint32 delaySeconds);
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#else
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void adjustVolume(int volume, uint32 delaySeconds);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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void adjustPan(int pan, uint32 delaySeconds);
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void ended();
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#if BLADERUNNER_ORIGINAL_BUGS
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void fadeOut();
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void next();
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static void timerCallbackFadeOut(void *refCon);
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static void timerCallbackNext(void *refCon);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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static void mixerChannelEnded(int channel, void *data);
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byte *getData(const Common::String &name);
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};
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} // End of namespace BladeRunner
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#endif
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