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engines/watchmaker/ll/ll_sound.h
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102
engines/watchmaker/ll/ll_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 WATCHMAKER_LL_SOUND_H
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#define WATCHMAKER_LL_SOUND_H
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#include "watchmaker/types.h"
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namespace Watchmaker {
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typedef float sF32;
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typedef unsigned int sU32;
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typedef signed int sS32;
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typedef unsigned short sU16;
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#define SOUND_NAME_LEN 100
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#define SOUND_SPEECH 32
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struct sV3F {
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sF32 x, y, z;
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};
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struct sEnvironment {
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sS32 lIndex; // room index (for retrieval)
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sS32 lRoom; // room effect level at low frequencies
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sS32 lRoomHF; // room effect high-frequency level re. low frequency level
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sF32 flRoomRolloffFactor; // like DS3D flRolloffFactor but for room effect
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sF32 flDecayTime; // reverberation decay time at low frequencies
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sF32 flDecayHFRatio; // high-frequency to low-frequency decay time ratio
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sS32 lReflections; // early reflections level relative to room effect
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sF32 flReflectionsDelay; // initial reflection delay time
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sS32 lReverb; // late reverberation level relative to room effect
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sF32 flReverbDelay; // late reverberation delay time relative to initial reflection
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sU32 dwEnvironment; // sets all listener properties ****
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sF32 flEnvironmentSize; // environment size in meters
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sF32 flEnvironmentDiffusion; // environment diffusion
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sF32 flAirAbsorptionHF; // change in level per meter at 5 kHz
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sU32 dwFlags; // modifies the behavior of properties
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};
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struct sSound {
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char name[SOUND_NAME_LEN];
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sS32 lIndex;
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sU32 dwLooped;
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sF32 flMaxDistance; // servono fl
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sF32 flMinDistance; // servono fl
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sV3F v3flPosition; // meshlink
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sV3F v3flConeOrientation; // angolo con (0,0,-1)
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sU32 dwConeInsideAngle; // servono int
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sU32 dwConeOutsideAngle; // servono int
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sS32 dwConeOutsideVolume; // servono int (negativo)
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sU32 dwFlags; // flags
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};
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struct sListener {
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sF32 flDistanceFactor; // non serve
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sV3F v3flFrontOrientation; // vettore front camera
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sV3F v3flTopOrientation; // vettore alto camera
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sV3F v3flPosition; // quella della telecamera
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sF32 flRolloff; // non serve
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};
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bool sSetListener(sListener *NewListener);
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bool sStartSound(sSound *CurSound, bool Reload);
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bool sStopSound(int32 index);
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bool sStopAllSounds();
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bool sIsPlaying(sS32 lIndex);
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bool mInitMusicSystem();
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bool mCloseMusicSystem();
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bool mLoadMusic(const char *FileName);
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bool mPlayMusic(const char *FileName);
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bool mStopMusic();
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bool mRestoreMixerVolume();
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bool mSetAllVolume(unsigned char Volume);
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bool sSetAllSoundsVolume(unsigned char Vol);
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bool sSetAllSpeechVolume(unsigned char Vol);
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bool sStartSoundDiffuse(sSound *CurSound);
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} // End of namespace Watchmaker
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#endif // WATCHMAKER_LL_SOUND_H
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