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engines/icb/sound/fx_manager.h
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108
engines/icb/sound/fx_manager.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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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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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 ICB_FXMANAGER_H__INCLUDED_
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#define ICB_FXMANAGER_H__INCLUDED_
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#include "engines/icb/sound/direct_sound.h"
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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namespace ICB {
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extern bool8 noSoundEngine;
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#define SAMPLE_NAME_LENGTH 64
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typedef struct Effect {
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enum FxFlags { EMPTY, DELAYED, QUEUED, PLAYING, READY };
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char name[SAMPLE_NAME_LENGTH]; // Sample name
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int32 delay; // The delay until playing
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int32 looped; // Loop this effect
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int32 pitch; // Sampling rate (Hz)
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int32 pan; // Pan (DirectSound scale)
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int32 volume; // Volume (DirectSound scale)
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int32 rate; // Original buffer sample rate
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FxFlags flags; // Status of sample
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int32 length; // Length of sample in millisecs at base rate...
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Audio::SeekableAudioStream *_stream;
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Audio::SoundHandle _handle;
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} Effect;
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class FxManager {
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private:
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Effect m_effects[MAX_FX];
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public:
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FxManager();
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~FxManager();
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public:
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// Register wavs and unregister (high level load and unload)
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int32 Register(const int32 id, const char *name, const int32 delay = 0, uint32 byteOffsetInCluster = 0);
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void Unregister(int32 id);
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void UnregisterAll();
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// Called on a timer 10 times a second
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bool8 Poll();
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// Pretty important really
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void Play(int32 id);
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void Stop(int32 id);
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void StopAll(void);
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// All realtime tweakers
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void SetVolume(int32 id, int32 vol);
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void SetPitch(int32 id, int32 pitch);
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// A DirectSound buffer can support panning OR 3D position but not both
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// A parameter for Register() lets you decide which to support
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void SetPan(int32 id, int32 pan);
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// Helpers and debug shat
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void SetLooping(int32 id, int32 loop = 1) { m_effects[id].looped = loop; }
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bool8 IsPlaying(int32 id) { return (m_effects[id].flags == Effect::PLAYING) ? TRUE8 : FALSE8; }
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int32 GetDefaultRate(const char *name, uint32 byteOffsetInCluster = 0);
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int32 GetDefaultLength(int32 id) { return m_effects[id].length; }
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private:
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bool8 Load(int32 id, const char *name, uint32 byteOffsetInCluster = 0);
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// Can get original sampling rate by channel or examine a wav file
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int32 GetDefaultRateByID(int32 id) { return m_effects[id].rate; }
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int32 GetDefaultRateByName(const char *name, uint32 byteOffsetInCluster = 0);
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};
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} // End of namespace ICB
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#endif
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