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engines/ultima/ultima8/audio/audio_process.h
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152
engines/ultima/ultima8/audio/audio_process.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 ULTIMA8_AUDIO_AUDIOPROCESS_H
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#define ULTIMA8_AUDIO_AUDIOPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/usecode/intrinsics.h"
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#include "ultima/shared/std/string.h"
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#include "ultima/ultima8/misc/classtype.h"
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namespace Ultima {
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namespace Ultima8 {
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class AudioSample;
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class AudioProcess : public Process {
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public:
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static const uint32 PITCH_SHIFT_NONE;
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struct SampleInfo {
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int32 _sfxNum;
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int32 _priority;
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ObjId _objId;
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int32 _loops;
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int32 _channel;
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Std::string _barked;
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uint32 _curSpeechStart, _curSpeechEnd;
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uint32 _pitchShift; // PITCH_SHIFT_NONE is normal
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uint16 _volume; // 0-255
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int16 _calcVol;
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int8 _balance;
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bool _ambient;
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SampleInfo() : _sfxNum(-1) { }
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SampleInfo(int32 s, int32 p, ObjId o, int32 l, int32 c, uint32 ps, uint16 v, int16 cv, int8 bal, bool ambient) :
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_sfxNum(s), _priority(p), _objId(o), _loops(l), _channel(c),
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_pitchShift(ps), _volume(v), _calcVol(cv), _balance(bal),
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_curSpeechStart(0), _curSpeechEnd(0), _ambient(ambient) { }
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SampleInfo(const Std::string &b, int32 shpnum, ObjId o, int32 c,
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uint32 s, uint32 e, uint32 ps, uint16 v, int16 cv, int8 bal, bool ambient) :
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_sfxNum(-1), _priority(shpnum), _objId(o), _loops(0), _channel(c), _barked(b),
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_curSpeechStart(s), _curSpeechEnd(e), _pitchShift(ps), _volume(v),
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_calcVol(cv), _balance(bal), _ambient(ambient) { }
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};
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Std::list<SampleInfo> _sampleInfo;
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public:
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// p_dynamic_class stuff
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ENABLE_RUNTIME_CLASSTYPE()
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AudioProcess(void);
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~AudioProcess(void) override;
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//! Get the current instance of the Audio Processes
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static AudioProcess *get_instance() {
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return _theAudioProcess;
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}
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INTRINSIC(I_playSFX);
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INTRINSIC(I_playAmbientSFX);
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INTRINSIC(I_playSFXCru);
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INTRINSIC(I_playAmbientSFXCru);
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INTRINSIC(I_isSFXPlaying);
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INTRINSIC(I_isSFXPlayingForObject);
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INTRINSIC(I_setVolumeSFX);
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INTRINSIC(I_setVolumeForObjectSFX);
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INTRINSIC(I_stopSFX);
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INTRINSIC(I_stopSFXCru);
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INTRINSIC(I_stopAllSFX);
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void run() override;
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void playSFX(int sfxNum, int priority, ObjId objId, int loops,
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bool no_duplicates, uint32 pitchShift,
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uint16 volume, int16 calcVol, int8 balance,
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bool ambient);
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void playSFX(int sfxNum, int priority, ObjId objId, int loops,
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bool no_duplicates = false, uint32 pitchShift = PITCH_SHIFT_NONE,
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uint16 volume = 0x80, bool ambient = false) {
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playSFX(sfxNum, priority, objId, loops, no_duplicates, pitchShift, volume, -1, 0, ambient);
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}
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//! stop sfx on object. set sfxNum = -1 to stop all for object.
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void stopSFX(int sfxNum, ObjId objId);
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bool isSFXPlaying(int sfxNum);
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bool isSFXPlayingForObject(int sfxNum, ObjId objId);
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void setVolumeSFX(int sfxNum, uint8 volume);
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void setVolumeForObjectSFX(ObjId objId, int sfxNum, uint8 volume);
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bool playSpeech(const Std::string &barked, int shapenum, ObjId objId,
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uint32 pitchShift = PITCH_SHIFT_NONE, uint16 volume = 255);
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void stopSpeech(const Std::string &barked, int shapenum, ObjId objId);
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bool isSpeechPlaying(const Std::string &barked, int shapenum);
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//! get length (in milliseconds) of speech
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uint32 getSpeechLength(const Std::string &barked, int shapenum) const;
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//! play a sample (without storing a SampleInfo)
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//! returns channel sample is played on, or -1
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int playSample(AudioSample *sample, int priority, int loops, bool isSpeech = false,
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uint32 pitchShift = PITCH_SHIFT_NONE, int16 volume = 255,
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int8 balance = 0, bool ambient = false);
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//! pause all currently playing samples
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void pauseAllSamples();
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//! unpause all currently playing samples
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void unpauseAllSamples();
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//! stop all samples except speech
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void stopAllExceptSpeech();
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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private:
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uint32 _paused;
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//! play the next speech sample for the text in this SampleInfo
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//! note: si is reused if successful
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//! returns true if there was speech left to play, or false if finished
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bool continueSpeech(SampleInfo &si);
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bool calculateSoundVolume(ObjId objId, int16 &volume, int8 &balance) const;
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static AudioProcess *_theAudioProcess;
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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