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engines/mohawk/riven_sound.h
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engines/mohawk/riven_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 MOHAWK_RIVEN_SOUND_H
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#define MOHAWK_RIVEN_SOUND_H
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#include "common/array.h"
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#include "common/str.h"
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#include "audio/mixer.h"
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namespace Audio {
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class RewindableAudioStream;
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}
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namespace Mohawk {
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class MohawkEngine_Riven;
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class RivenSound;
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/**
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* Ambient sound list
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*/
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struct SLSTRecord {
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uint16 index;
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Common::Array<uint16> soundIds;
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uint16 fadeFlags;
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uint16 loop;
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uint16 globalVolume;
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uint16 u0;
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uint16 suspend;
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Common::Array<uint16> volumes;
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Common::Array<int16> balances;
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Common::Array<uint16> u2;
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};
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/**
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* Sound manager for Riven
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*
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* The sound manager can play simulteaneously:
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* - An effect sound
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* - A list of ambient sounds
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*
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* The list of ambient sounds can be cross faded
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* with the previously running ambient sounds.
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*/
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class RivenSoundManager {
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public:
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explicit RivenSoundManager(MohawkEngine_Riven *vm);
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~RivenSoundManager();
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/**
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* Play an effect sound
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*
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* @param id Sound ID in the stack
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* @param volume Playback volume, between 0 and 255
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* @param playOnDraw Start playing when the current card is drawn instead of immediately
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*/
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void playSound(uint16 id, uint16 volume = 255, bool playOnDraw = false);
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/** Play an effect sound by its resource name */
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void playCardSound(const Common::String &name, uint16 volume = 255, bool playOnDraw = false);
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/** Start playing the scheduled on-draw effect sound, if any. Called by the GraphicsManager. */
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void triggerDrawSound();
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/** Is an effect sound currently playing? */
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bool isEffectPlaying() const;
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/** Stop playing the current effect sound, if any */
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void stopSound();
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/** Start playing an ambient sound list */
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void playSLST(const SLSTRecord &slstRecord);
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/** Stop playing the current ambient sounds */
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void stopAllSLST(bool fade = false);
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/** Update the ambient sounds for fading. Called once per frame. */
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void updateSLST();
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private:
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struct AmbientSound {
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RivenSound *sound;
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uint16 targetVolume;
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int16 targetBalance;
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AmbientSound();
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};
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struct AmbientSoundList {
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bool fading;
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bool suspend;
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Common::Array<AmbientSound> sounds;
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AmbientSoundList();
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};
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enum FadeFlags {
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kFadeOutPreviousSounds = 1,
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kFadeInNewSounds = 2
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};
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MohawkEngine_Riven *_vm;
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int16 _mainAmbientSoundId;
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AmbientSoundList _ambientSounds;
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AmbientSoundList _previousAmbientSounds;
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uint32 _nextFadeUpdate;
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RivenSound *_effect;
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bool _effectPlayOnDraw;
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Audio::RewindableAudioStream *makeAudioStream(uint16 id);
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// Ambient sound management
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void addAmbientSounds(const SLSTRecord &record);
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void playAmbientSounds();
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void pauseAmbientSounds();
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void moveAmbientSoundsToPreviousSounds();
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void freePreviousAmbientSounds();
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// Ambient sound fading
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void setTargetVolumes(const SLSTRecord &record);
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void applyTargetVolumes();
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void startFadingAmbientSounds(uint16 flags);
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void fadeAmbientSoundList(AmbientSoundList &list);
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bool fadeVolume(AmbientSound &ambientSound);
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bool fadeBalance(AmbientSound &ambientSound);
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void setAmbientLooping(bool loop);
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};
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/**
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* A sound used internally by the SoundManager
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*/
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class RivenSound {
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public:
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RivenSound(MohawkEngine_Riven *vm, Audio::RewindableAudioStream *rewindStream, Audio::Mixer::SoundType mixerType);
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~RivenSound();
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/** Start playing the sound stream passed to the constructor */
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void play();
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/** Is the sound currently playing ar paused? */
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bool isPlaying() const;
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/** Pause the playback, the play method resumes */
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void pause();
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/** Get the current volume */
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uint16 getVolume() const;
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/** Change the playback volume */
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void setVolume(uint16 volume);
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/** Get the current balance */
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int16 getBalance() const;
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/** Change the balance */
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void setBalance(int16 balance);
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/** Set the sound to indefinitely loop. Must be called before starting the playback */
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void setLooping(bool loop);
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private:
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static byte convertVolume(uint16 volume);
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static int8 convertBalance(int16 balance);
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MohawkEngine_Riven *_vm;
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Audio::SoundHandle _handle;
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Audio::Mixer::SoundType _mixerType;
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Audio::RewindableAudioStream *_stream;
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uint16 _volume;
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int16 _balance;
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bool _looping;
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};
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} // End of namespace Mohawk
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#endif
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