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engines/ultima/nuvie/sound/sound_manager.h
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195
engines/ultima/nuvie/sound/sound_manager.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 NUVIE_SOUND_SOUND_MANAGER_H
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#define NUVIE_SOUND_SOUND_MANAGER_H
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//priorities:
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//todo:
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//-sample loading partially implemented, will do later (now is 21/01/04)
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//-make songs fade in & out - add query/callback for end of song so that they can cycle
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//-make samples sound from mapwindow
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//-make samples fade in & out according to distance
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//-try and use original .m files
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#include "mididrv_m_adlib.h"
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#include "mididrv_m_mt32.h"
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#include "midiparser_m.h"
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#include "ultima/nuvie/sound/sound.h"
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#include "ultima/nuvie/sound/song.h"
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#include "ultima/nuvie/core/nuvie_defs.h"
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#include "ultima/nuvie/conf/configuration.h"
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#include "ultima/nuvie/files/nuvie_io_file.h"
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#include "ultima/nuvie/sound/sfx.h"
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#include "audio/mixer.h"
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#include "audio/mididrv.h"
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#include "common/mutex.h"
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namespace Ultima {
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namespace Nuvie {
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#define SFX_PLAY_ASYNC true
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#define SFX_PLAY_SYNC false
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class SfxManager;
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class CEmuopl;
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struct SoundManagerSfx {
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SfxIdType sfx_id;
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Audio::SoundHandle handle;
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} ;
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class SoundManager {
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private:
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struct SongMT32InstrumentMapping {
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char midiDatId;
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const char *filename;
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MInstrumentAssignment instrumentMapping[16];
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};
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const static SongMT32InstrumentMapping DEFAULT_MT32_INSTRUMENT_MAPPING[12];
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public:
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SoundManager(Audio::Mixer *mixer);
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~SoundManager();
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bool nuvieStartup(const Configuration *config);
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bool initAudio();
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void update_map_sfx(); //updates the active sounds
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void update(); // at the moment this just changes songs if required
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void musicPlayFrom(string group);
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void musicPause();
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void musicPlay();
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void musicPlay(const char *filename, uint16 song_num = 0);
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void musicStop(); // SB-X
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Audio::SoundHandle playTownsSound(const Common::Path &filename, uint16 sample_num);
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bool isSoundPLaying(Audio::SoundHandle handle);
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bool playSfx(uint16 sfx_id, bool async = false);
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void syncSoundSettings();
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bool is_audio_enabled() {
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return audio_enabled;
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}
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void set_audio_enabled(bool val);
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bool is_music_enabled() {
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return music_enabled;
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}
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void set_music_enabled(bool val);
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bool is_speech_enabled() {
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return speech_enabled;
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}
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void set_speech_enabled(bool val);
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bool is_sfx_enabled() {
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return sfx_enabled;
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}
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void set_sfx_enabled(bool val) {
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sfx_enabled = val;
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}
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uint8 get_sfx_volume() {
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return sfx_volume;
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}
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void set_sfx_volume(uint8 val) {
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sfx_volume = val;
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}
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uint8 get_music_volume() {
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return music_volume;
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}
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void set_music_volume(uint8 val) {
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music_volume = val;
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}
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Sound *get_m_pCurrentSong() {
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return m_pCurrentSong;
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}
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bool stop_music_on_group_change;
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private:
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bool LoadCustomSongs(const Common::Path &scriptname);
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bool LoadNativeU6Songs();
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bool loadSong(Song *song, const Common::Path &filename, const char *fileId);
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bool loadSong(Song *song, const Common::Path &filename, const char *fileId, const char *title);
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bool groupAddSong(const char *group, Song *song);
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//bool LoadObjectSamples(string sound_dir);
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//bool LoadTileSamples(string sound_dir);
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bool LoadSfxManager(string sfx_style);
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Sound *SongExists(const string &name); //have we loaded this sound before?
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Sound *SampleExists(const string &name); //have we loaded this sound before?
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Sound *RequestTileSound(int id);
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Sound *RequestObjectSound(int id);
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Sound *RequestSong(const string &group); //request a song from this group
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uint16 RequestObjectSfxId(uint16 obj_n);
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typedef Common::HashMap<int, SoundCollection *> IntCollectionMap;
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typedef Common::HashMap<Common::String, SoundCollection *> StringCollectionMap;
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IntCollectionMap m_TileSampleMap;
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IntCollectionMap m_ObjectSampleMap;
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StringCollectionMap m_MusicMap;
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list<Sound *> m_Songs;
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list<Sound *> m_Samples;
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const Configuration *m_Config;
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//state info:
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string m_CurrentGroup;
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Sound *m_pCurrentSong;
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list<SoundManagerSfx> m_ActiveSounds;
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bool audio_enabled;
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bool music_enabled;
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bool speech_enabled;
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bool sfx_enabled;
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uint8 music_volume;
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uint8 sfx_volume;
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Audio::Mixer *_mixer;
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SfxManager *m_SfxManager;
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CEmuopl *opl;
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MidiDriver_Multisource *_midiDriver;
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MidiDriver_M_MT32 *_mt32MidiDriver;
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MidiParser_M *_midiParser;
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MusicType _deviceType;
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byte *_musicData;
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const SongMT32InstrumentMapping *_mt32InstrumentMapping;
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Common::Mutex _musicMutex;
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int game_type; //FIXME there's a nuvie_game_t, but almost everything uses int game_type (or gametype)
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public:
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static bool g_MusicFinished;
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};
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} // End of namespace Nuvie
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} // End of namespace Ultima
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#endif
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