/* 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 . * */ #ifndef AGS_ENGINE_MEDIA_AUDIO_AUDIO_H #define AGS_ENGINE_MEDIA_AUDIO_AUDIO_H #include "common/std/array.h" #include "ags/engine/media/audio/audio_defines.h" #include "ags/shared/ac/dynobj/script_audio_clip.h" #include "ags/engine/ac/dynobj/script_audio_channel.h" #include "ags/engine/media/audio/ambient_sound.h" #include "ags/engine/ac/timer.h" namespace AGS3 { struct SOUNDCLIP; class AudioChans { public: // Gets a clip from the channel static SOUNDCLIP *GetChannel(int index); // Gets a clip from the channel but only if it's in playback state static SOUNDCLIP *GetChannelIfPlaying(int index); // Assign new clip to the channel static SOUNDCLIP *SetChannel(int index, SOUNDCLIP *clip); // Move clip from one channel to another, clearing the first channel static SOUNDCLIP *MoveChannel(int to, int from); // Tells if channel has got a clip; does not care about its state static inline bool ChannelHasClip(int index) { return GetChannel(index) != nullptr; } // Tells if channel has got a clip and clip is in playback state static inline bool ChannelIsPlaying(int index) { return GetChannelIfPlaying(index) != nullptr; } private: AudioChans() = delete; ~AudioChans() = delete; }; void calculate_reserved_channel_count(); void update_clip_default_volume(ScriptAudioClip *audioClip); void start_fading_in_new_track_if_applicable(int fadeInChannel, ScriptAudioClip *newSound); void stop_or_fade_out_channel(int fadeOutChannel, int fadeInChannel = -1, ScriptAudioClip *newSound = nullptr); SOUNDCLIP *load_sound_clip(ScriptAudioClip *audioClip, bool repeat); ScriptAudioChannel *play_audio_clip_on_channel(int channel, ScriptAudioClip *clip, int priority, int repeat, int fromOffset, SOUNDCLIP *cachedClip = nullptr); void remove_clips_of_type_from_queue(int audioType); void update_queued_clips_volume(int audioType, int new_vol); // Checks if speech voice-over is currently playing, and reapply volume drop to all other active clips void update_volume_drop_if_voiceover(); ScriptAudioChannel *play_audio_clip(ScriptAudioClip *clip, int priority, int repeat, int fromOffset, bool queueIfNoChannel); ScriptAudioChannel *play_audio_clip_by_index(int audioClipIndex); void stop_and_destroy_channel_ex(int chid, bool resetLegacyMusicSettings); void stop_and_destroy_channel(int chid); // Exports missing AudioChannel objects to script (for importing older saves) void export_missing_audiochans(); // ***** BACKWARDS COMPATIBILITY WITH OLD AUDIO SYSTEM ***** // int get_old_style_number_for_sound(int sound_number); SOUNDCLIP *load_sound_clip_from_old_style_number(bool isMusic, int indexNumber, bool repeat); //============================================================================= int get_volume_adjusted_for_distance(int volume, int sndX, int sndY, int sndMaxDist); void update_directional_sound_vol(); void update_ambient_sound_vol(); // Tells if the audio type is allowed to play with regards to current sound config bool is_audiotype_allowed_to_play(AudioFileType type); // Loads sound data referenced by audio clip item, and starts playback; // returns NULL on failure SOUNDCLIP *load_sound_and_play(ScriptAudioClip *aclip, bool repeat); void stop_all_sound_and_music(); void shutdown_sound(); int play_sound(int val1); //============================================================================= void clear_music_cache(); void play_next_queued(); int calculate_max_volume(); // add/remove the volume drop to the audio channels while speech is playing void apply_volume_drop_modifier(bool applyModifier); // syncs logical audio channels with the audio backend state void sync_audio_playback(); // Update the music, and advance the crossfade on a step // (this should only be called once per game loop); void update_audio_system_on_game_loop(); void stopmusic(); void update_music_volume(); void post_new_music_check(); // Sets up the crossfading for playing the new music track, // and returns the channel number to use; the channel is guaranteed to be free int prepare_for_new_music(); // Gets audio clip from legacy music number, which also may contain queue flag ScriptAudioClip *get_audio_clip_for_music(int mnum); SOUNDCLIP *load_music_from_disk(int mnum, bool doRepeat); void newmusic(int mnum); extern void cancel_scheduled_music_update(); extern void schedule_music_update_at(AGS_Clock::time_point); extern void postpone_scheduled_music_update_by(std::chrono::milliseconds); } // namespace AGS3 #endif