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engines/sword1/sound.h
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269
engines/sword1/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 SWORD1_SOUND_H
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#define SWORD1_SOUND_H
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#include "sword1/object.h"
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#include "sword1/sworddefs.h"
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#include "common/file.h"
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#include "common/mutex.h"
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#include "common/random.h"
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#include "common/timer.h"
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#include "common/util.h"
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#include "audio/mixer.h"
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#include "audio/audiostream.h"
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namespace Audio {
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class Mixer;
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}
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namespace Sword1 {
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#define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c)
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#define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list
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#define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together
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#define FX_SPOT 1
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#define FX_LOOP 2
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#define FX_RANDOM 3
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struct QueueElement {
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uint32 id, delay;
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Audio::SoundHandle handle;
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void reset() {
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id = 0, delay = 0;
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handle = Audio::SoundHandle();
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}
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};
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struct RoomVol {
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int32 roomNo, leftVol, rightVol;
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};
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struct SampleId {
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byte cluster;
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byte idStd;
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byte idWinDemo;
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};
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struct FxDef {
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SampleId sampleId;
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uint32 type, delay;
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RoomVol roomVolList[MAX_ROOMS_PER_FX];
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};
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class ResMan;
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class SwordEngine;
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#define MUSIC_UNDERSCORE 50
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#define NEG_MOUTH_THRESHOLD -750
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#define POS_MOUTH_THRESHOLD 750
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#define MAX_FX 4
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#define MAX_MUSIC 2
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#define S_STATUS_FINISHED 1
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#define S_STATUS_RUNNING 0
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#define MUSIC_BUFFER_SIZE 0x2000
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#define TOTAL_TUNES 270
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#define DEFAULT_SAMPLE_RATE 11025
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enum CowMode {
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CowWave = 0,
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CowFLAC,
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CowVorbis,
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CowMP3,
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CowDemo,
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CowPSX
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};
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enum MusCompMode {
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MusWav = 0,
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MusAif,
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MusFLAC,
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MusVorbis,
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MusMP3,
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MusPSX
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};
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class Sound {
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friend class SwordConsole;
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friend class Control;
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public:
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Sound(Audio::Mixer *mixer, SwordEngine *vm, ResMan *pResMan);
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~Sound();
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void newScreen(uint32 screen);
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void closeCowSystem();
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void engine();
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void checkSpeechFileEndianness();
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double endiannessHeuristicValue(int16* data, uint32 dataSize, uint32 &maxSamples);
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void installFadeTimer();
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void uninstallFadeTimer();
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void playSample(int32 fxNo);
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void stopSample(int32 fxNo);
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void setFXVolume(byte targetVolume, int handleIdx);
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void clearAllFx();
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int addToQueue(uint32 fxNo);
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void removeFromQueue(uint32 fxNo);
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void startSpeech(uint16 roomNo, uint16 localNo);
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bool amISpeaking();
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int32 checkSpeechStatus();
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void playSpeech();
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void stopSpeech();
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void streamMusicFile(int32 tuneId, int32 looped);
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void updateMusicStreaming();
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void setCrossFadeIncrement();
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void fadeMusicDown(int32 rate);
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void fadeFxDown(int32 rate);
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void fadeFxUp(int32 rate);
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void pauseSpeech();
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void unpauseSpeech();
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void pauseMusic();
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void unpauseMusic();
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void pauseFx();
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void unpauseFx();
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void getVolumes();
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void setVolumes();
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byte clampVolume(int32 volume);
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Common::Mutex _soundMutex;
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Audio::Mixer *_mixer;
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// Handles for external volume changes (control panel)
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uint32 _volFX[2] = { 0, 0 };
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uint32 _volSpeech[2] = { 0, 0 };
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uint32 _volMusic[2] = { 0, 0 };
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// Volume fading variables
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int32 _fxCount = 0;
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int32 _fxFadingFlag = 0;
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int32 _fxFadingRate = 0;
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int32 _fxFadeVolume[2] = { 0, 0 };
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int32 _musicFadeVolume[2] = { 0, 0 };
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// Sound FX information
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bool _fxSampleBusy[MAX_FX] = { false, false, false, false };
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// Speech data
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byte *_speechSample = nullptr;
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private:
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struct WaveHeader {
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uint32 riffTag;
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uint32 riffSize;
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uint32 waveTag;
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uint32 fmtTag;
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uint32 fmtSize;
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// Format subchunk
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uint16 wFormatTag;
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uint16 wChannels;
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uint32 dwSamplesPerSec;
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uint32 dwAvgBytesPerSec;
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uint16 wBlockAlign;
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uint16 wBitsPerSample;
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uint32 dwDataTag;
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uint32 dwDataSize;
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};
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void initCowSystem();
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uint32 getSampleId(int32 fxNo);
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void playFX(int32 fxID, int32 type, uint8 *wavData, uint32 vol[2]);
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void stopFX(int32 fxID);
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int32 checkSampleStatus(int32 id);
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bool expandSpeech(byte *src, byte *dst, uint32 dstSize,
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bool *endiannessCheck = nullptr, uint32 *sizeForEndiannessCheck = nullptr);
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int32 getSpeechSize(byte *compData, uint32 compSize);
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bool prepareMusicStreaming(const Common::Path &filename, int newHandleId, int32 tuneId,
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uint32 volume, int8 pan, MusCompMode assignedMode);
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void serveSample(Common::File *file, int32 i);
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void reduceMusicVolume();
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void restoreMusicVolume();
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int8 scalePan(int pan); // From 0,127 to -127,127
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Common::File _cowFile;
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uint32 *_cowHeader;
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uint32 _cowHeaderSize;
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uint8 _currentCowFile;
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CowMode _cowMode;
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Common::RandomSource _rnd;
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QueueElement _fxQueue[MAX_FXQ_LENGTH];
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uint8 _endOfQueue;
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SwordEngine *_vm;
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ResMan *_resMan;
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bool _bigEndianSpeech;
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static const char _musicList[270];
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static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
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static const FxDef _fxList[312];
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static const char _tuneList[TOTAL_TUNES][8]; // In staticres.cpp
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// Volume fading variables
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bool _crossFadeIncrement = false;
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// Speech variables
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int32 _speechLipsyncCounter = 0;
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int32 _speechSize = 0;
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bool _speechSampleBusy = false;
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// Sound handles
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Audio::SoundHandle _hSampleFX[MAX_FX];
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Audio::SoundHandle _hSampleSpeech;
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Audio::SoundHandle _hSampleMusic[MAX_MUSIC];
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// Music stream information
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bool _musicStreamPlaying[MAX_MUSIC] = { false, false };
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bool _streamLoopingFlag[MAX_MUSIC] = { false, false };
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int32 _musicStreamFading[MAX_MUSIC] = { 0, 0 };
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MusCompMode _musicStreamFormat[MAX_MUSIC] = { MusWav, MusWav };
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Audio::QueuingAudioStream *_musicOutputStream[MAX_MUSIC] = { nullptr, nullptr };
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Audio::RewindableAudioStream *_compressedMusicStream[MAX_MUSIC] = { nullptr, nullptr };
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Common::File _musicFile[MAX_MUSIC];
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// Sound FX information
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int32 _fxSampleId[MAX_FX] = { 0, 0, 0, 0 };
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// Pause variables
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bool _speechPaused = false;
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bool _fxPaused[MAX_FX] = { false, false, false, false };
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bool _musicPaused[MAX_MUSIC] = { false, false };
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};
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} // End of namespace Sword1
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#endif // SOUND_H
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