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engines/nancy/sound.h
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163
engines/nancy/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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* 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_SOUND_H
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#define NANCY_SOUND_H
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#include "engines/nancy/commontypes.h"
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#include "audio/mixer.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Audio {
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class SeekableAudioStream;
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class QueuingAudioStream;
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}
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namespace Nancy {
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class IFF;
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class NancyConsole;
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class NancyEngine;
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class SoundManager {
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friend class NancyConsole;
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public:
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// Settings for playing a sound, used in nancy3 and up
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// Older versions had a different, non-bitflag enum, but testing
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// indicates those were never actually implemented
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enum PlayCommandFlags {
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kPlaySequential = 0x0001, // Play normally
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kPlaySequentialPosition = 0x0003, // Play at fixed position in 3D space
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kPlaySequentialFrameAnchor = 0x0007, // Position in 3D space is tied to a background frame, ignoring 3D coordinates
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kPlayRandomTime = 0x0010, // Play at random time intervals
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kPlayRandomPosition = 0x0020, // Play at random 3D positions
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kPlayMoveLinear = 0x0100, // Move sound position in 3D space. The movement is linear unless kPlayMoveCircular is also set
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kPlayMoveCircular = 0x0300, // Move sound position in a circular direction (see SoundRotationAxis)
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kPlayRandomMove = 0x0500 // Move along random vector. Does not combine with kPlayMoveCircular
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};
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SoundManager();
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~SoundManager();
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void loadCommonSounds(IFF *boot);
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void initSoundChannels();
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// Load a sound into a channel without starting it
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void loadSound(const SoundDescription &description, SoundEffectDescription **effectData = nullptr, bool forceReload = false);
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void playSound(uint16 channelID);
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void playSound(const SoundDescription &description);
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void playSound(const Common::String &chunkName);
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void pauseSound(uint16 channelID, bool pause);
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void pauseSound(const SoundDescription &description, bool pause);
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void pauseSound(const Common::String &chunkName, bool pause);
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void pauseAllSounds(bool pause);
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bool isSoundPlaying(uint16 channelID) const;
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bool isSoundPlaying(const SoundDescription &description) const;
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bool isSoundPlaying(const Common::String &chunkName) const;
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void stopSound(uint16 channelID);
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void stopSound(const SoundDescription &description);
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void stopSound(const Common::String &chunkName);
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void stopAllSounds();
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byte getVolume(uint16 channelID);
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byte getVolume(const SoundDescription &description);
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byte getVolume(const Common::String &chunkName);
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void setVolume(uint16 channelID, uint16 volume);
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void setVolume(const SoundDescription &description, uint16 volume);
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void setVolume(const Common::String &chunkName, uint16 volume);
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uint32 getRate(uint16 channelID);
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uint32 getRate(const SoundDescription &description);
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uint32 getRate(const Common::String &chunkName);
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uint32 getBaseRate(uint16 channelID);
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uint32 getBaseRate(const SoundDescription &description);
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uint32 getBaseRate(const Common::String &chunkName);
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void setRate(uint16 channelID, uint32 rate);
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void setRate(const SoundDescription &description, uint32 rate);
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void setRate(const Common::String &chunkName, uint32 rate);
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Audio::Timestamp getLength(uint16 channelID);
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Audio::Timestamp getLength(const SoundDescription &description);
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Audio::Timestamp getLength(const Common::String &chunkName);
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void soundEffectMaintenance();
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void recalculateSoundEffects();
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// Used when changing scenes
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void stopAndUnloadSceneSpecificSounds();
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void pauseSceneSpecificSounds(bool pause);
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static Audio::SeekableAudioStream *makeHISStream(Common::SeekableReadStream *stream, DisposeAfterUse::Flag disposeAfterUse, uint32 overrideSamplesPerSec = 0);
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protected:
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struct Channel {
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~Channel();
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Common::String name;
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Audio::Mixer::SoundType type = Audio::Mixer::SoundType::kPlainSoundType;
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uint16 playCommands = 1;
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uint16 numLoops = 0;
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uint volume = 0;
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uint16 panAnchorFrame = 0;
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bool isPanning = false;
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Audio::SeekableAudioStream *stream = nullptr;
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Audio::AudioStream *streamForMixer = nullptr;
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Audio::SoundHandle handle;
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bool isPersistent = false;
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// Sound effect data, not applicable to nancy2 and below
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SoundEffectDescription *effectData = nullptr;
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Math::Vector3d position;
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Math::Vector3d positionDelta;
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uint32 nextStepTime = 0;
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uint16 stepsLeft = 0;
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uint32 nextRepeatTime = 0;
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};
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void soundEffectMaintenance(uint16 channelID, bool force = false);
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Audio::Mixer *_mixer;
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Common::Array<Channel> _channels;
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Common::HashMap<Common::String, SoundDescription> _commonSounds;
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bool _shouldRecalculate;
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Math::Vector3d _orientation;
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Math::Vector3d _position;
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uint _positionLerp = 0;
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};
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} // End of namespace Nancy
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#endif // NANCY_SOUND_H
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