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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#include "sword25/sword25.h"
#include "sword25/sfx/soundengine.h"
#include "sword25/package/packagemanager.h"
#include "sword25/kernel/resource.h"
#include "sword25/kernel/inputpersistenceblock.h"
#include "sword25/kernel/outputpersistenceblock.h"
#include "audio/audiostream.h"
#include "audio/decoders/vorbis.h"
#include "common/system.h"
#include "common/config-manager.h"
namespace Sword25 {
class SoundResource : public Resource {
public:
SoundResource(const Common::String &fileName) : Resource(fileName, Resource::TYPE_SOUND), _fname(fileName) {}
~SoundResource() override {
debugC(1, kDebugSound, "SoundResource: Unloading file %s", _fname.c_str());
}
private:
Common::String _fname;
};
SoundEngine::SoundEngine(Kernel *pKernel) : ResourceService(pKernel) {
if (!registerScriptBindings())
error("Script bindings could not be registered.");
else
debugC(kDebugSound, "Script bindings registered.");
_mixer = g_system->getMixer();
_maxHandleId = 1;
// Get the selected "music device" (defaults to MT_AUTO device)
// as set from Audio > Music Device dropdown setting, which commonly is for MIDI driver selection.
// Since this engine does not use MIDI, but the setting is still available from the "Global Options... > Audio"
// and the specific game options (Game Options... > Audio), we respect only the option "No Music" to avoid end user confusion.
// All other options for this dropdown will result in music playing and are treated as irrelevant.
Common::String selDevStr = ConfMan.hasKey("music_driver") ? ConfMan.get("music_driver") : Common::String("auto");
_noMusic = (selDevStr.compareToIgnoreCase(Common::String("null")) == 0);
if (_noMusic) {
warning("AUDIO: MUSIC IS FORCED TO OFF (BY THE MIDI DRIVER SETTING - music_driver was set to \"null\")");
ConfMan.setInt("music_volume", 0);
}
}
bool SoundEngine::init(uint sampleRate, uint channels) {
return true;
}
void SoundEngine::update() {
}
void SoundEngine::setVolume(float volume, SOUND_TYPES type) {
int val = (int)(255 * volume);
switch (type) {
case SoundEngine::MUSIC:
if (!_noMusic) {
ConfMan.setInt("music_volume", val);
_mixer->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, val);
}
break;
case SoundEngine::SPEECH:
ConfMan.setInt("speech_volume", val);
_mixer->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, val);
break;
case SoundEngine::SFX:
ConfMan.setInt("sfx_volume", val);
_mixer->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, val);
break;
default:
error("Unknown SOUND_TYPE");
}
}
float SoundEngine::getVolume(SOUND_TYPES type) {
int val = 0;
switch (type) {
case SoundEngine::MUSIC:
val = _noMusic ? 0 : ConfMan.getInt("music_volume");
break;
case SoundEngine::SPEECH:
val = ConfMan.getInt("speech_volume");
break;
case SoundEngine::SFX:
val = ConfMan.getInt("sfx_volume");
break;
default:
error("Unknown SOUND_TYPE");
}
return (float)val / 255.0f;
}
void SoundEngine::pauseAll() {
debugC(1, kDebugSound, "SoundEngine::pauseAll()");
_mixer->pauseAll(true);
}
void SoundEngine::resumeAll() {
debugC(1, kDebugSound, "SoundEngine::resumeAll()");
_mixer->pauseAll(false);
}
void SoundEngine::pauseLayer(uint layer) {
// Not used in the game
warning("SoundEngine::pauseLayer(%d)", layer);
}
void SoundEngine::resumeLayer(uint layer) {
// Not used in the game
warning("SoundEngine::resumeLayer(%d)", layer);
}
SndHandle *SoundEngine::getHandle(uint *id) {
for (uint i = 0; i < SOUND_HANDLES; i++) {
if (_handles[i].type != kFreeHandle && !_mixer->isSoundHandleActive(_handles[i].handle)) {
debugC(1, kDebugSound, "Handle %d has finished playing", _handles[i].id);
_handles[i].type = kFreeHandle;
}
}
for (uint i = 0; i < SOUND_HANDLES; i++) {
if (_handles[i].type == kFreeHandle) {
debugC(1, kDebugSound, "Allocated handle %d", _handles[i].id);
_handles[i].id = _maxHandleId;
_handles[i].type = kAllocatedHandle;
if (id)
*id = _maxHandleId;
_maxHandleId++;
return &_handles[i];
}
}
error("Sound::getHandle(): Too many sound handles");
return NULL;
}
SndHandle *SoundEngine::findHandle(uint id) {
for (uint i = 0; i < SOUND_HANDLES; i++) {
if (_handles[i].id == id)
return &_handles[i];
}
warning("Sound::findHandle(): Unknown handle");
return NULL;
}
Audio::Mixer::SoundType getType(SoundEngine::SOUND_TYPES type) {
switch (type) {
case SoundEngine::MUSIC:
return Audio::Mixer::kMusicSoundType;
case SoundEngine::SPEECH:
return Audio::Mixer::kSpeechSoundType;
case SoundEngine::SFX:
return Audio::Mixer::kSFXSoundType;
default:
error("Unknown SOUND_TYPE");
}
return Audio::Mixer::kPlainSoundType;
}
bool SoundEngine::playSound(const Common::String &fileName, SOUND_TYPES type, float volume, float pan, bool loop, int loopStart, int loopEnd, uint layer) {
debugC(1, kDebugSound, "SoundEngine::playSound(filename='%s', type=%d, volume=%f, pan=%f, loop=%d, loopStart=%d, loopEnd=%d, layer=%d)", fileName.c_str(), type, volume, pan, loop, loopStart, loopEnd, layer);
playSoundEx(fileName, type, volume, pan, loop, loopStart, loopEnd, layer);
return true;
}
uint SoundEngine::playSoundEx(const Common::String &fileName, SOUND_TYPES type, float volume, float pan, bool loop, int loopStart, int loopEnd, uint layer, uint handleId) {
if (type == MUSIC && _noMusic)
return 0;
uint id = handleId;
SndHandle *handle;
if (handleId == 0x1337)
handle = getHandle(&id);
else
handle = &_handles[handleId];
handle->fileName = fileName;
handle->sndType = type;
handle->volume = volume;
handle->pan = pan;
handle->loop = loop;
handle->loopStart = loopStart;
handle->loopEnd = loopEnd;
handle->layer = layer;
debugC(1, kDebugSound, "SoundEngine::playSoundEx(fileName='%s', type=%d, volume=%f, pan=%f, loop=%d, loopStart=%d, loopEnd=%d, layer=%d)", fileName.c_str(), type, volume, pan, loop, loopStart, loopEnd, layer);
#ifdef USE_VORBIS
Common::SeekableReadStream *in = Kernel::getInstance()->getPackage()->getStream(fileName);
Audio::SeekableAudioStream *stream = Audio::makeVorbisStream(in, DisposeAfterUse::YES);
if (loop) {
Audio::AudioStream *audio = new Audio::LoopingAudioStream(stream, 0, DisposeAfterUse::YES);
_mixer->playStream(getType(type), &(handle->handle), audio, -1, (byte)(volume * 255), (int8)(pan * 127));
} else {
_mixer->playStream(getType(type), &(handle->handle), stream, -1, (byte)(volume * 255), (int8)(pan * 127));
}
#endif
return id;
}
void SoundEngine::setSoundVolume(uint handle, float volume) {
debugC(1, kDebugSound, "SoundEngine::setSoundVolume(%d, %f)", handle, volume);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle != NULL) {
sndHandle->volume = volume;
_mixer->setChannelVolume(sndHandle->handle, (byte)(volume * 255));
}
}
void SoundEngine::setSoundPanning(uint handle, float pan) {
debugC(1, kDebugSound, "SoundEngine::setSoundPanning(%d, %f)", handle, pan);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle != NULL) {
sndHandle->pan = pan;
_mixer->setChannelBalance(sndHandle->handle, (int8)(pan * 127));
}
}
void SoundEngine::pauseSound(uint handle) {
debugC(1, kDebugSound, "SoundEngine::pauseSound(%d)", handle);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle != NULL)
_mixer->pauseHandle(sndHandle->handle, true);
}
void SoundEngine::resumeSound(uint handle) {
debugC(1, kDebugSound, "SoundEngine::resumeSound(%d)", handle);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle != NULL)
_mixer->pauseHandle(sndHandle->handle, false);
}
void SoundEngine::stopSound(uint handle) {
debugC(1, kDebugSound, "SoundEngine::stopSound(%d)", handle);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle != NULL)
_mixer->stopHandle(sndHandle->handle);
}
bool SoundEngine::isSoundPaused(uint handle) {
// Not used in the game
warning("SoundEngine::isSoundPaused(%d)", handle);
return false;
}
bool SoundEngine::isSoundPlaying(uint handle) {
debugC(1, kDebugSound, "SoundEngine::isSoundPlaying(%d)", handle);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle == NULL)
return false;
return _mixer->isSoundHandleActive(sndHandle->handle);
}
float SoundEngine::getSoundVolume(uint handle) {
debugC(1, kDebugSound, "SoundEngine::getSoundVolume(%d)", handle);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle == NULL)
return 0.f;
return (float)_mixer->getChannelVolume(sndHandle->handle) / 255.0f;
}
float SoundEngine::getSoundPanning(uint handle) {
debugC(1, kDebugSound, "SoundEngine::getSoundPanning(%d)", handle);
SndHandle* sndHandle = findHandle(handle);
if (sndHandle == NULL)
return 0.f;
return (float)_mixer->getChannelBalance(sndHandle->handle) / 127.0f;
}
Resource *SoundEngine::loadResource(const Common::String &fileName) {
return new SoundResource(fileName);
}
bool SoundEngine::canLoadResource(const Common::String &fileName) {
Common::String fname = fileName;
debugC(1, kDebugSound, "SoundEngine::canLoadResource(%s)", fileName.c_str());
fname.toLowercase();
return fname.hasSuffix(".ogg");
}
bool SoundEngine::persist(OutputPersistenceBlock &writer) {
writer.write(_maxHandleId);
for (uint i = 0; i < SOUND_HANDLES; i++) {
writer.write(_handles[i].id);
// Don't restart sounds which already finished playing.
if (_handles[i].type != kFreeHandle && !_mixer->isSoundHandleActive(_handles[i].handle))
_handles[i].type = kFreeHandle;
writer.writeString(_handles[i].fileName);
if (_handles[i].type == kFreeHandle)
writer.write((int32)-1);
else
writer.write(_handles[i].sndType);
writer.write(_handles[i].volume);
writer.write(_handles[i].pan);
writer.write(_handles[i].loop);
writer.write(_handles[i].loopStart);
writer.write(_handles[i].loopEnd);
writer.write(_handles[i].layer);
}
return true;
}
bool SoundEngine::unpersist(InputPersistenceBlock &reader) {
_mixer->stopAll();
if (reader.getVersion() < 2)
return true;
reader.read(_maxHandleId);
for (uint i = 0; i < SOUND_HANDLES; i++) {
reader.read(_handles[i].id);
Common::String fileName;
int32 sndType;
float volume;
float pan;
bool loop;
int32 loopStart;
int32 loopEnd;
uint32 layer;
reader.readString(fileName);
reader.read(sndType);
reader.read(volume);
reader.read(pan);
reader.read(loop);
reader.read(loopStart);
reader.read(loopEnd);
reader.read(layer);
if (reader.isGood()) {
if (sndType != -1)
playSoundEx(fileName, (SOUND_TYPES)sndType, volume, pan, loop, loopStart, loopEnd, layer, i);
} else
return false;
}
return reader.isGood();
}
SndHandle::SndHandle() :
type(kFreeHandle),
id(0),
sndType(-1),
volume(0),
pan(0),
loop(false),
loopStart(0),
loopEnd(0),
layer(0) {
}
} // End of namespace Sword25

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
/*
* BS_SoundEngine
* -------------
* This is the sound engine interface that contains all the methods a sound
* engine must implement.
* Implementations of the sound engine have to be derived from this class.
* It should be noted that a sound engine must maintain a list of all the
* samples it uses, and that these samples should be released when the
* destructor is called.
*
* Autor: Malte Thiesen
*/
#ifndef SWORD25_SOUNDENGINE_H
#define SWORD25_SOUNDENGINE_H
#include "sword25/kernel/common.h"
#include "sword25/kernel/resservice.h"
#include "sword25/kernel/persistable.h"
#include "audio/mixer.h"
namespace Sword25 {
#define SOUND_HANDLES 32
enum sndHandleType {
kFreeHandle,
kAllocatedHandle
};
struct SndHandle {
Audio::SoundHandle handle;
sndHandleType type;
uint32 id;
Common::String fileName;
int32 sndType;
float volume;
float pan;
bool loop;
int32 loopStart;
int32 loopEnd;
uint32 layer;
SndHandle();
};
class SoundEngine : public ResourceService, public Persistable {
public:
enum SOUND_TYPES {
MUSIC = 0,
SPEECH = 1,
SFX = 2
};
/**
* The callback function of PlayDynamicSoundEx
* @param UserData User-specified pointer
* @param Data Pointer to the data buffer
* @param DataLength Length of the data to be written in bytes
*/
typedef void (*DynamicSoundReadCallback)(void *UserData, void *Data, uint DataLength);
SoundEngine(Kernel *pKernel);
~SoundEngine() override {}
/**
* Initializes the sound engine
* @param SampleRate Specifies the sample rate to use.
* @param Channels The maximum number of channels. The default is 32.
* @return Returns true on success, otherwise false.
* @remark Calls to other methods may take place only if this
* method was called successfully.
*/
bool init(uint sampleRate, uint channels = 32);
/**
* Performs a "tick" of the sound engine
*
* This method should be called once per frame. It can be used by implementations
* of the sound engine that are not running in their own thread, or to perform
* additional administrative tasks that are needed.
*/
void update();
/**
* Sets the default volume for the different sound types
* @param Volume The default volume level (0 = off, 1 = full volume)
* @param Type The SoundType whose volume is to be changed
*/
void setVolume(float volume, SOUND_TYPES type);
/**
* Specifies the default volume of different sound types
* @param Type The SoundType
* @return Returns the standard sound volume for the given type
* (0 = off, 1 = full volume).
*/
float getVolume(SOUND_TYPES type);
/**
* Pauses all the sounds that are playing.
*/
void pauseAll();
/**
* Resumes all currently stopped sounds
*/
void resumeAll();
/**
* Pauses all sounds of a given layer.
* @param Layer The Sound Layer
*/
void pauseLayer(uint layer);
/**
* Resumes all the sounds in a layer that was previously stopped with PauseLayer()
* @param Layer The Sound Layer
*/
void resumeLayer(uint layer);
/**
* Plays a sound
* @param FileName The filename of the sound to be played
* @param Type The type of sound
* @param Volume The volume of the sound (0 = off, 1 = full volume)
* @param Pan Panning (-1 = full left, 1 = right)
* @param Loop Indicates whether the sound should be looped
* @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
* of the sound is used.
* @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
* the sound is used.
* @param Layer The sound layer
* @return Returns true if the playback of the sound was started successfully.
* @remark If more control is needed over the playing, eg. changing the sound parameters
* for Volume and Panning, then PlaySoundEx should be used.
*/
bool playSound(const Common::String &fileName, SOUND_TYPES type, float volume = 1.0f, float pan = 0.0f, bool loop = false, int loopStart = -1, int loopEnd = -1, uint layer = 0);
/**
* Plays a sound
* @param Type The type of sound
* @param Volume The volume of the sound (0 = off, 1 = full volume)
* @param Pan Panning (-1 = full left, 1 = right)
* @param Loop Indicates whether the sound should be looped
* @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
* of the sound is used.
* @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
* the sound is used.
* @param Layer The sound layer
* @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
* @remark If more control is needed over the playing, eg. changing the sound parameters
* for Volume and Panning, then PlaySoundEx should be used.
*/
uint playSoundEx(const Common::String &fileName, SOUND_TYPES type, float volume = 1.0f, float pan = 0.0f, bool loop = false, int loopStart = -1, int loopEnd = -1, uint layer = 0, uint handleId = 0x1337);
/**
* Sets the volume of a playing sound
* @param Handle The sound handle
* @param Volume The volume of the sound (0 = off, 1 = full volume)
*/
void setSoundVolume(uint handle, float volume);
/**
* Sets the panning of a playing sound
* @param Handle The sound handle
* @param Pan Panning (-1 = full left, 1 = right)
*/
void setSoundPanning(uint handle, float pan);
/**
* Pauses a playing sound
* @param Handle The sound handle
*/
void pauseSound(uint handle);
/**
* Resumes a paused sound
* @param Handle The sound handle
*/
void resumeSound(uint handle);
/**
* Stops a playing sound
* @param Handle The sound handle
* @remark Calling this method invalidates the passed handle; it can no longer be used.
*/
void stopSound(uint handle);
/**
* Returns whether a sound is paused
* @param Handle The sound handle
* @return Returns true if the sound is paused, false otherwise.
*/
bool isSoundPaused(uint handle);
/**
* Returns whether a sound is still playing.
* @param Handle The sound handle
* @return Returns true if the sound is playing, false otherwise.
*/
bool isSoundPlaying(uint handle);
/**
* Returns the volume of a playing sound (0 = off, 1 = full volume)
*/
float getSoundVolume(uint handle);
/**
* Returns the panning of a playing sound (-1 = full left, 1 = right)
*/
float getSoundPanning(uint handle);
Resource *loadResource(const Common::String &fileName) override;
bool canLoadResource(const Common::String &fileName) override;
bool persist(OutputPersistenceBlock &writer) override;
bool unpersist(InputPersistenceBlock &reader) override;
private:
bool registerScriptBindings();
SndHandle *getHandle(uint *id);
SndHandle *findHandle(uint id);
private:
Audio::Mixer *_mixer;
SndHandle _handles[SOUND_HANDLES];
uint32 _maxHandleId;
bool _noMusic;
};
} // End of namespace Sword25
#endif

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/kernel/kernel.h"
#include "sword25/script/script.h"
#include "sword25/script/luabindhelper.h"
#include "sword25/sfx/soundengine.h"
namespace Sword25 {
static int init(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
if (lua_gettop(L) == 0)
lua_pushbooleancpp(L, pSfx->init(44100, 32));
else if (lua_gettop(L) == 1)
lua_pushbooleancpp(L, pSfx->init(static_cast<uint>(luaL_checknumber(L, 1)), 32));
else
lua_pushbooleancpp(L, pSfx->init(static_cast<uint>(luaL_checknumber(L, 1)), static_cast<uint>(luaL_checknumber(L, 2))));
return 1;
}
static int update(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->update();
return 0;
}
static int setVolume(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->setVolume(static_cast<float>(luaL_checknumber(L, 1)),
static_cast<SoundEngine::SOUND_TYPES>(static_cast<uint>(luaL_checknumber(L, 2))));
return 0;
}
static int getVolume(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
lua_pushnumber(L, pSfx->getVolume(static_cast<SoundEngine::SOUND_TYPES>(static_cast<uint>(luaL_checknumber(L, 1)))));
return 1;
}
static int pauseAll(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->pauseAll();
return 0;
}
static int resumeAll(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->resumeAll();
return 0;
}
static int pauseLayer(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->pauseLayer(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static int resumeLayer(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->resumeLayer(static_cast<int>(luaL_checknumber(L, 1)));
return 0;
}
static void processPlayParams(lua_State *L, Common::String &fileName, SoundEngine::SOUND_TYPES &type, float &volume, float &pan, bool &loop, int &loopStart, int &loopEnd, uint &layer) {
fileName = luaL_checkstring(L, 1);
type = static_cast<SoundEngine::SOUND_TYPES>(static_cast<uint>(luaL_checknumber(L, 2)));
if (lua_gettop(L) < 3 || lua_isnil(L, 3))
volume = 1.0f;
else
volume = static_cast<float>(luaL_checknumber(L, 3));
if (lua_gettop(L) < 4 || lua_isnil(L, 4))
pan = 0.0f;
else
pan = static_cast<float>(luaL_checknumber(L, 4));
if (lua_gettop(L) < 5 || lua_isnil(L, 5))
loop = false;
else
loop = lua_tobooleancpp(L, 5);
if (lua_gettop(L) < 6 || lua_isnil(L, 6))
loopStart = -1;
else
loopStart = static_cast<int>(luaL_checknumber(L, 6));
if (lua_gettop(L) < 7 || lua_isnil(L, 7))
loopEnd = -1;
else
loopEnd = static_cast<int>(luaL_checknumber(L, 7));
if (lua_gettop(L) < 8 || lua_isnil(L, 8))
layer = 0;
else
layer = static_cast<uint>(luaL_checknumber(L, 8));
}
static int playSound(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
Common::String fileName;
SoundEngine::SOUND_TYPES type;
float volume;
float pan;
bool loop;
int loopStart;
int loopEnd;
uint layer;
processPlayParams(L, fileName, type, volume, pan, loop, loopStart, loopEnd, layer);
lua_pushbooleancpp(L, pSfx->playSound(fileName, type, volume, pan, loop, loopStart, loopEnd, layer));
return 1;
}
static int playSoundEx(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
Common::String fileName;
SoundEngine::SOUND_TYPES type;
float volume;
float pan;
bool loop;
int loopStart;
int loopEnd;
uint layer;
processPlayParams(L, fileName, type, volume, pan, loop, loopStart, loopEnd, layer);
lua_pushnumber(L, pSfx->playSoundEx(fileName, type, volume, pan, loop, loopStart, loopEnd, layer));
return 1;
}
static int setSoundVolume(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->setSoundVolume(static_cast<uint>(luaL_checknumber(L, 1)), static_cast<float>(luaL_checknumber(L, 2)));
return 0;
}
static int setSoundPanning(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->setSoundPanning(static_cast<uint>(luaL_checknumber(L, 1)), static_cast<float>(luaL_checknumber(L, 2)));
return 0;
}
static int pauseSound(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->pauseSound(static_cast<uint>(luaL_checknumber(L, 1)));
return 0;
}
static int resumeSound(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->resumeSound(static_cast<uint>(luaL_checknumber(L, 1)));
return 0;
}
static int stopSound(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
pSfx->stopSound(static_cast<uint>(luaL_checknumber(L, 1)));
return 0;
}
static int isSoundPaused(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
lua_pushbooleancpp(L, pSfx->isSoundPaused(static_cast<uint>(luaL_checknumber(L, 1))));
return 1;
}
static int isSoundPlaying(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
lua_pushbooleancpp(L, pSfx->isSoundPlaying(static_cast<uint>(luaL_checknumber(L, 1))));
return 1;
}
static int getSoundVolume(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
lua_pushnumber(L, pSfx->getSoundVolume(static_cast<uint>(luaL_checknumber(L, 1))));
return 1;
}
static int getSoundPanning(lua_State *L) {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
SoundEngine *pSfx = pKernel->getSfx();
assert(pSfx);
lua_pushnumber(L, pSfx->getSoundPanning(static_cast<uint>(luaL_checknumber(L, 1))));
return 1;
}
static const char *SFX_LIBRARY_NAME = "Sfx";
static const luaL_reg SFX_FUNCTIONS[] = {
{"Init", init},
{"Update", update},
{"__SetVolume", setVolume},
{"__GetVolume", getVolume},
{"PauseAll", pauseAll},
{"ResumeAll", resumeAll},
{"PauseLayer", pauseLayer},
{"ResumeLayer", resumeLayer},
{"__PlaySound", playSound},
{"__PlaySoundEx", playSoundEx},
{"__SetSoundVolume", setSoundVolume},
{"__SetSoundPanning", setSoundPanning},
{"__PauseSound", pauseSound},
{"__ResumeSound", resumeSound},
{"__StopSound", stopSound},
{"__IsSoundPaused", isSoundPaused},
{"__IsSoundPlaying", isSoundPlaying},
{"__GetSoundVolume", getSoundVolume},
{"__GetSoundPanning", getSoundPanning},
{0, 0}
};
static const lua_constant_reg SFX_CONSTANTS[] = {
{"MUSIC", SoundEngine::MUSIC},
{"SPEECH", SoundEngine::SPEECH},
{"SFX", SoundEngine::SFX},
{0, 0}
};
bool SoundEngine::registerScriptBindings() {
Kernel *pKernel = Kernel::getInstance();
assert(pKernel);
ScriptEngine *pScript = pKernel->getScript();
assert(pScript);
lua_State *L = static_cast<lua_State *>(pScript->getScriptObject());
assert(L);
if (!LuaBindhelper::addFunctionsToLib(L, SFX_LIBRARY_NAME, SFX_FUNCTIONS)) return false;
if (!LuaBindhelper::addConstantsToLib(L, SFX_LIBRARY_NAME, SFX_CONSTANTS)) return false;
return true;
}
} // End of namespace Sword25