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engines/titanic/sound/music_room_instrument.h
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141
engines/titanic/sound/music_room_instrument.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 TITANIC_MUSIC_ROOM_INSTRUMENT_H
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#define TITANIC_MUSIC_ROOM_INSTRUMENT_H
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#include "common/array.h"
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#include "titanic/support/string.h"
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namespace Titanic {
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enum MusicWaveInstrument { MV_PIANO = 0, MV_BASS = 1, MV_BELLS = 2, MV_SNAKE = 3 };
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class CProjectItem;
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class CSoundManager;
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class CWaveFile;
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class CGameObject;
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class CMusicRoomInstrument {
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struct CInstrumentWaveFile {
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CWaveFile *_waveFile;
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int _value;
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CInstrumentWaveFile() : _waveFile(nullptr), _value(0) {}
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};
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private:
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static bool _pianoToggle;
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static int _pianoCtr;
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static int _bassCtr;
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static byte *_buffer;
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static double *_array;
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static int _arrayIndex;
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private:
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CSoundManager *_soundManager;
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Common::Array<CInstrumentWaveFile> _items;
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MusicWaveInstrument _instrument;
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CProjectItem *_project;
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CGameObject *_gameObjects[4];
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int _waveIndex;
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int _readPos;
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int _readIncrement;
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uint _size;
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uint _count;
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int _field4C;
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private:
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/**
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* Loads the specified wave file, and returns a CWaveFile instance for it
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*/
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CWaveFile *createWaveFile(const CString &name);
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/**
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* Sets up an array used for figuring out the sequence in which to
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* play the different wave files for each instrument to give the
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* music based on the console's settings
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*/
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void setupArray(int minVal, int maxVal);
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public:
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double _insStartTime;
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public:
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/**
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* Handles initialization of static fields
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*/
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static void init();
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/**
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* Deinitialization of static fields
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*/
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static void deinit();
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public:
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CMusicRoomInstrument(CProjectItem *project, CSoundManager *soundManager, MusicWaveInstrument instrument);
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/**
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* Sets the maximum number of allowed files that be defined
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*/
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void setFilesCount(uint count);
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/**
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* Loads a new file into the list of available entries
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*/
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void load(int index, const CString &filename, int v3);
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/**
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* Starts the music and associated animations
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*/
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void start();
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/**
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* Stops the music and associated animations
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*/
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void stop();
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/**
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* Handles regular updates of the instrument, allowing associated
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* objects to start animations as the music is played
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*/
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void update(int val);
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/**
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* Clear the instrument
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*/
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void clear();
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/**
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* Resets the instrument, and sets the maximum for how much data can
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* be read from the wave files during each read action
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*/
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void reset(uint total);
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/**
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* If there is any wave file currently specified, reads it in
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* and merges it into the supplied buffer
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*/
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int read(int16 *ptr, uint size);
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/**
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* Figure out which wave file to use next
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*/
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void chooseWaveFile(int index, int freq);
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};
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} // End of namespace Titanic
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#endif /* TITANIC_MUSIC_ROOM_INSTRUMENT_H */
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