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engines/hpl1/engine/sound/SoundHandler.h
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210
engines/hpl1/engine/sound/SoundHandler.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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_SOUNDHANDLER_H
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#define HPL_SOUNDHANDLER_H
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#include "common/list.h"
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#include "hpl1/engine/math/MathTypes.h"
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#include "hpl1/engine/physics/PhysicsWorld.h"
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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class iLowLevelSound;
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class iSoundChannel;
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class cWorld3D;
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//----------------------------------------
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enum eSoundDest : unsigned int {
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eSoundDest_World = eFlagBit_0,
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eSoundDest_Gui = eFlagBit_1,
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eSoundDest_All = eFlagBit_All
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};
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//----------------------------------------
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class cSoundRayCallback : public iPhysicsRayCallback {
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public:
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void Reset();
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bool HasCollided() { return mbHasCollided; }
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bool BeforeIntersect(iPhysicsBody *pBody);
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bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
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private:
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bool mbHasCollided;
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// int mlCount;
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};
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//----------------------------------------
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////////////////////////////////////////////////////
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//////////// SOUND ENTRY ///////////////////////////
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////////////////////////////////////////////////////
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class cSoundEntry {
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public:
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cSoundEntry() : mfNormalVolume(1), mfNormalVolumeFadeDest(1),
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mfNormalVolumeMul(1), mfNormalVolumeFadeSpeed(0), mbStream(false),
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mlCount(0), mpSound(nullptr) {}
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void Update(float afTimeStep);
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tString msName;
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iSoundChannel *mpSound;
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float mfNormalVolume;
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float mfNormalVolumeMul;
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float mfNormalVolumeFadeDest;
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float mfNormalVolumeFadeSpeed;
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float mfNormalSpeed;
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bool mbFirstTime;
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float mfBlockMul;
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float mfBlockFadeDest;
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float mfBlockFadeSpeed;
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bool mbStream;
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long int mlCount;
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eSoundDest mEffectType;
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};
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typedef Common::List<cSoundEntry> tSoundEntryList;
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typedef tSoundEntryList::iterator tSoundEntryListIt;
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typedef cSTLIterator<cSoundEntry, tSoundEntryList, tSoundEntryListIt> tSoundEntryIterator;
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////////////////////////////////////////////////////
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//////////// SOUND HANDLER ///////////////////////
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////////////////////////////////////////////////////
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//----------------------------------------
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typedef Common::StableMap<tString, int> tPlayedSoundNumMap;
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typedef tPlayedSoundNumMap::iterator tPlayedSoundNumMapIt;
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//----------------------------------------
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class cResources;
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//----------------------------------------
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class cSoundHandler {
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public:
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cSoundHandler(iLowLevelSound *apLowLevelSound, cResources *apResources);
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~cSoundHandler();
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iSoundChannel *Play(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos,
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float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, bool ab3D = false,
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int alPriorityModifier = 0, eSoundDest aEffectType = eSoundDest_World);
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iSoundChannel *Play3D(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos,
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float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, int alPriorityModifier = 0,
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eSoundDest aEffectType = eSoundDest_World) {
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return Play(asName, abLoop, afVolume, avPos, afMinDist, afMaxDist, mType, abRelative, true,
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alPriorityModifier, aEffectType);
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}
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iSoundChannel *PlayStream(const tString &asFileName, bool abLoop, float afVolume, bool ab3D = false,
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eSoundDest aEffectType = eSoundDest_Gui);
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iSoundChannel *PlayGui(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos = cVector3f(0, 0, 1),
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eSoundDest aEffectType = eSoundDest_Gui);
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void SetSilent(bool abX) { mbSilent = abX; }
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bool GetSilent() { return mbSilent; }
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bool Stop(const tString &asName);
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bool StopAllExcept(const tString &asName);
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void StopAll(tFlag mTypes);
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void PauseAll(tFlag mTypes);
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void ResumeAll(tFlag mTypes);
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bool IsPlaying(const tString &asName);
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bool IsValid(iSoundChannel *apChannel);
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bool IsValidId(iSoundChannel *apChannel, int alId);
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void Update(float afTimeStep);
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void SetSpeed(float afSpeed, float afRate, tFlag mTypes);
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void SetVolume(float afVolume, float afRate, tFlag mTypes);
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float GetVolume() { return mfVolume; }
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void SetWorld3D(cWorld3D *apWorld3D);
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cSoundEntry *GetEntryFromSound(iSoundChannel *apSound);
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iSoundChannel *CreateChannel(const tString &asName, int alPriority);
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tSoundEntryList *GetWorldEntryList();
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tSoundEntryList *GetGuiEntryList();
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private:
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iLowLevelSound *mpLowLevelSound;
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cResources *mpResources;
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tSoundEntryList mlstGuiSounds;
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tSoundEntryList mlstWorldSounds;
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bool mbSilent;
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float mfSpeed;
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float mfNewSpeed;
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float mfSpeedRate;
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tFlag mAffectedBySpeed;
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float mfVolume;
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float mfNewVolume;
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float mfVolumeRate;
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tFlag mAffectedByVolume;
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cWorld3D *mpWorld3D;
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cSoundRayCallback mSoundRayCallback;
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tPlayedSoundNumMap m_mapPlayedSound;
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cSoundEntry *GetEntry(const tString &asName);
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bool UpdateEntry(cSoundEntry *apEntry, float afTimeStep, tFlag aTypes);
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void UpdateDistanceVolume3D(cSoundEntry *apEntry, float afTimeStep, bool abFade, tFlag aTypes);
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int mlCount;
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int mlIdCount;
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};
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} // namespace hpl
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#endif // HPL_SOUNDHANDLER_H
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