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engines/nancy/action/soundrecords.h
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190
engines/nancy/action/soundrecords.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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* 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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* 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 NANCY_ACTION_SOUNDRECORDS_H
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#define NANCY_ACTION_SOUNDRECORDS_H
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#include "engines/nancy/action/actionrecord.h"
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namespace Nancy {
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namespace Action {
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// Sets the volume for a particular channel.
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class SetVolume : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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uint16 channel = 0;
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byte volume = 0;
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protected:
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Common::String getRecordTypeName() const override { return "SetVolume"; }
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};
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// Used for sound effects. From nancy3 up it includes 3D sound data, which lets
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// the sound move in 3D space as the player rotates/changes scenes. Also supports
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// changing the scene and/or setting a flag
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class PlaySound : public ActionRecord {
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public:
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PlaySound() {}
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~PlaySound() { delete _soundEffect; }
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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SoundDescription _sound;
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SoundEffectDescription *_soundEffect = nullptr;
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bool _changeSceneImmediately = false;
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SceneChangeDescription _sceneChange;
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FlagDescription _flag;
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protected:
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Common::String getRecordTypeName() const override;
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};
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// The same as PlaySound, but with the addition of captioning text,
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// which gets displayed inside the Textbox.
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class PlaySoundCC : public PlaySound {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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void readCCText(Common::SeekableReadStream &stream, Common::String &out);
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Common::String _ccText;
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protected:
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Common::String getRecordTypeName() const override;
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};
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// Short version of PlaySoundCC, no event flag
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class PlaySoundTerse : public PlaySoundCC {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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protected:
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Common::String getRecordTypeName() const override { return "PlaySoundTerse"; }
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};
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// Short version of PlaySoundCC, with event flag
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class PlaySoundEventFlagTerse : public PlaySoundCC {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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protected:
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Common::String getRecordTypeName() const override { return "PlaySoundEventFlagTerse"; }
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};
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// Used for sounds that pan left-right depending on the scene background frame.
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// Only used in The Vampire Diaries; later games use PlaySound's 3D sound capabilities instead
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class PlaySoundFrameAnchor : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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SoundDescription _sound;
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protected:
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Common::String getRecordTypeName() const override;
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};
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// Plays a sound effect; has multiple hotspots, one per scene background frame.
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// Used in exactly two places; one scene in tvd, and one in nancy1
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class PlaySoundMultiHS : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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SoundDescription _sound; // 0x0
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SceneChangeDescription _sceneChange; // 0x22
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FlagDescription _flag; // 0x2A
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Common::Array<HotspotDescription> _hotspots; // 0x31
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protected:
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bool canHaveHotspot() const override { return true; }
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Common::String getRecordTypeName() const override { return "PlaySoundMultiHS"; }
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};
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// Stops a sound if it's loaded and playing. Used very rarely, as sounds (usually)
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// get auto-stopped on a scene change
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class StopSound : public ActionRecord {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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uint _channelID;
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SceneChangeWithFlag _sceneChange;
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protected:
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Common::String getRecordTypeName() const override { return "StopSound"; }
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};
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// Same as PlaySound, except it randomly picks between one of several
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// provided sound files; all other settings for the sound are shared.
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class PlayRandomSound : public PlaySound {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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Common::Array<Common::String> _soundNames;
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uint _selectedSound = 0;
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protected:
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Common::String getRecordTypeName() const override { return "PlayRandomSound"; }
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};
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// Short version of PlayRandomSound, but ALSO supports closed captioning text
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class PlayRandomSoundTerse : public PlaySoundTerse {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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Common::Array<Common::String> _soundNames;
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Common::Array<Common::String> _ccTexts;
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uint _selectedSound = 0;
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protected:
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Common::String getRecordTypeName() const override { return "PlayRandomSoundTerse"; }
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};
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// Same as PlaySound, except it discards the filename provided in the data.
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// Instead, it takes the current value of an item in TableData, and appends that
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// value to the end of the base filename provided in the TABL chunk. Does not contain
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// any CC text inside the record data; instead, that also gets copied over from TABL.
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class TableIndexPlaySound : public PlaySoundCC {
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public:
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void readData(Common::SeekableReadStream &stream) override;
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void execute() override;
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protected:
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Common::String getRecordTypeName() const override { return "TableIndexPlaySound"; }
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uint16 _tableIndex = 0;
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int16 _lastIndexVal = -1;
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};
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} // End of namespace Action
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} // End of namespace Nancy
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#endif // NANCY_ACTION_NAVIGATIONRECORDS_H
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