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engines/sherlock/sound.h
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149
engines/sherlock/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 SHERLOCK_SOUND_H
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#define SHERLOCK_SOUND_H
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#include "common/scummsys.h"
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#include "common/str.h"
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#include "audio/mixer.h"
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#include "access/files.h"
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namespace Sherlock {
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class SherlockEngine;
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enum WaitType {
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WAIT_RETURN_IMMEDIATELY = 0, WAIT_FINISH = 1, WAIT_KBD_OR_FINISH = 2
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};
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#define MAX_MIXER_CHANNELS 10
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class Sound {
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private:
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SherlockEngine *_vm;
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Audio::Mixer *_mixer;
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Audio::SoundHandle _scalpelEffectsHandle;
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Audio::SoundHandle _aiffHandle;
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Audio::SoundHandle _tattooEffectsHandle[MAX_MIXER_CHANNELS];
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Audio::SoundHandle _speechHandle;
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int _curPriority;
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/**
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* Decode a sound sample
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*/
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byte decodeSample(byte sample, byte& reference, int16& scale);
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/**
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* Handle playing a sound or speech
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*/
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bool playSoundResource(const Common::Path &name, const Common::Path &libFilename,
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Audio::Mixer::SoundType soundType, Audio::SoundHandle &handle);
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/**
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* Form a filename from a passed sound resource name
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*/
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Common::Path formFilename(const Common::Path &name);
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public:
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bool _digitized;
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int _voices;
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bool _soundOn;
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bool _speechOn;
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bool _soundPlaying;
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bool _speechPlaying;
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int _soundVolume;
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Common::String _talkSoundFile;
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public:
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Sound(SherlockEngine *vm, Audio::Mixer *mixer);
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/**
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* Saves sound-related settings
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*/
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void syncSoundSettings();
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/**
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* Load a sound
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*/
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void loadSound(const Common::Path &name, int priority);
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/**
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* Play the sound in the specified resource
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*/
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bool playSound(const Common::Path &name, WaitType waitType, int priority = 100, const Common::Path &libraryFilename = Common::Path());
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/**
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* Play the specified AIFF file. (Used for the 3DO Scalpel intro.)
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*/
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void playAiff(const Common::Path &name, int volume = Audio::Mixer::kMaxChannelVolume, bool loop = false);
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/**
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* Stop the AIFF sound that was started with playAiff().
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*/
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void stopAiff();
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/**
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* Play a previously loaded sound
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*/
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void playLoadedSound(int bufNum, WaitType waitType);
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/**
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* Free any previously loaded sounds
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*/
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void freeLoadedSounds();
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/**
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* Stop playing any active sound
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*/
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void stopSound();
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void freeDigiSound();
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/**
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* Return a sound handle to use
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*/
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Audio::SoundHandle &getFreeSoundHandle();
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/**
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* Set the volume
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*/
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void setVolume(int volume);
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/**
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* Play a specified voice resource
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*/
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void playSpeech(const Common::Path &name);
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/**
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* Stop any currently playing speech
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*/
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void stopSpeech();
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/**
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* Returns true if speech is currently playing
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*/
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bool isSpeechPlaying();
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};
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} // End of namespace Sherlock
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#endif
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