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engines/draci/sound.h
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226
engines/draci/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 DRACI_SOUND_H
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#define DRACI_SOUND_H
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#include "common/str.h"
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#include "common/file.h"
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#include "common/list.h"
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#include "audio/mixer.h"
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namespace Common {
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class Archive;
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class SeekableReadStream;
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}
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namespace Draci {
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enum SoundFormat { RAW, RAW80, MP3, OGG, FLAC }; // RAW80 means skip the first 80 bytes
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/**
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* Represents individual files inside the archive.
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*/
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struct SoundSample {
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uint _offset; // For internal use of LegacySoundArchive
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uint _length;
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uint _frequency; // Only when _format == RAW or RAW80
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SoundFormat _format;
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byte *_data; // At most one of these two pointer can be non-NULL
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Common::SeekableReadStream* _stream;
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SoundSample() : _offset(0), _length(0), _frequency(0), _format(RAW), _data(NULL), _stream(NULL) { }
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// The standard copy constructor is good enough, since we only store numbers and pointers.
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// Don't call close() automaticall in the destructor, otherwise copying causes SIGSEGV.
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void close() {
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delete[] _data;
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delete _stream;
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_data = NULL;
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_stream = NULL;
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}
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};
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/**
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* An abstract wrapper around archives of sound samples or dubbing.
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*/
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class SoundArchive {
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public:
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SoundArchive() { }
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virtual ~SoundArchive() { }
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/**
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* Returns the number of sound samples in the archive. Zero means that
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* a fake empty archive has been opened and the caller may consider
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* opening a different one, for example with compressed music.
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*/
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virtual uint size() const = 0;
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/**
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* Checks whether there is an archive opened. Should be called before reading
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* from the archive to check whether opening of the archive has succeeded.
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*/
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virtual bool isOpen() const = 0;
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/**
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* Removes cached samples from memory.
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*/
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virtual void clearCache() = 0;
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/**
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* Caches a given sample into memory and returns a pointer into it. We
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* own the returned pointer, but the user may call .close() on it,
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* which deallocates the memory of the actual sample data. If freq is
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* nonzero, then the sample is played at a different frequency (only
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* works for uncompressed samples).
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*/
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virtual SoundSample *getSample(int i, uint freq) = 0;
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};
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/**
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* Reads CD.SAM (with dubbing) and CD2.SAM (with sound samples) from the
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* original game. Caches all read samples in a thread-safe manner.
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*/
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class LegacySoundArchive : public SoundArchive {
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public:
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LegacySoundArchive(const char *path, uint defaultFreq) :
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_path(NULL), _samples(NULL), _sampleCount(0), _defaultFreq(defaultFreq), _opened(false), _f(NULL) {
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openArchive(path);
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}
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~LegacySoundArchive() override { closeArchive(); }
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void openArchive(const char *path);
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void closeArchive();
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uint size() const override { return _sampleCount; }
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bool isOpen() const override { return _opened; }
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void clearCache() override;
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SoundSample *getSample(int i, uint freq) override;
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private:
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const char *_path; ///< Path to file
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SoundSample *_samples; ///< Internal array of files
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uint _sampleCount; ///< Number of files in archive
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uint _defaultFreq; ///< The default sampling frequency of the archived samples
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bool _opened; ///< True if the archive is opened, false otherwise
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Common::File *_f; ///< Opened file
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};
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/**
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* Reads ZIP archives with uncompressed files containing lossy-compressed
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* samples in arbitrary format. Doesn't do any real caching and is
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* thread-safe.
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*/
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class ZipSoundArchive : public SoundArchive {
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public:
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ZipSoundArchive() : _archive(NULL), _path(NULL), _extension(NULL), _format(RAW), _sampleCount(0), _defaultFreq(0), _cache() { }
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~ZipSoundArchive() override { closeArchive(); }
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void openArchive(const char *path, const char *extension, SoundFormat format, int raw_frequency = 0);
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void closeArchive();
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uint size() const override { return _sampleCount; }
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bool isOpen() const override { return _archive != NULL; }
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void clearCache() override;
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SoundSample *getSample(int i, uint freq) override;
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private:
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Common::Archive *_archive;
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const char *_path;
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const char *_extension;
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SoundFormat _format;
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uint _sampleCount;
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uint _defaultFreq;
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// Since we typically play at most 1 dubbing at a time, we could get
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// away with having just 1 record allocated and reusing it each time.
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// However, that would be thread-unsafe if two samples were played.
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// Although the player does not do that, it is nicer to allow for it in
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// principle. For each dubbed sentence, we allocate a new record in
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// the following link-list, which is cleared during each location
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// change. The dubbed samples themselves are manually deallocated
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// after they end.
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Common::List<SoundSample> _cache;
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};
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#define SOUND_HANDLES 10
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enum sndHandleType {
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kFreeHandle,
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kEffectHandle,
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kVoiceHandle
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};
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struct SndHandle {
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Audio::SoundHandle handle;
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sndHandleType type;
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};
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// Taken from engines/saga/sound.h and simplified (in particular, removed
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// decompression until we support compressed files too).
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class Sound {
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public:
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Sound(Audio::Mixer *mixer);
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~Sound() {}
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uint playSound(const SoundSample *buffer, int volume, bool loop);
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void pauseSound();
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void resumeSound();
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void stopSound();
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bool isMutedSound() const { return _muteSound; }
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uint playVoice(const SoundSample *buffer);
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void pauseVoice();
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void resumeVoice();
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void stopVoice();
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bool isMutedVoice() const { return _muteVoice; }
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void stopAll() { stopVoice(); stopSound(); }
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void setVolume();
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bool showSubtitles() const { return _showSubtitles; }
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int talkSpeed() const { return _talkSpeed; }
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private:
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// Returns the length of the sound sample in miliseconds.
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uint playSoundBuffer(Audio::SoundHandle *handle, const SoundSample &buffer, int volume,
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sndHandleType handleType, bool loop);
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SndHandle *getHandle();
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Audio::Mixer *_mixer;
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bool _muteSound;
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bool _muteVoice;
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bool _showSubtitles;
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int _talkSpeed;
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SndHandle _handles[SOUND_HANDLES];
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};
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} // End of namespace Draci
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#endif // DRACI_SOUND_H
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