/* 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 ASYLUM_SYSTEM_SOUND_H #define ASYLUM_SYSTEM_SOUND_H #include "common/array.h" #include "common/rect.h" #include "audio/mixer.h" #include "asylum/system/config.h" #include "asylum/shared.h" namespace Asylum { class AsylumEngine; struct ResourceEntry; struct SoundItem { ResourceId resourceId; int32 field_4; int32 field_8; int32 field_C; SoundItem() { resourceId = kResourceNone; field_4 = 0; field_8 = 0; field_C = 0; } }; struct FrameSoundItem { ResourceId resourceId; uint32 frameIndex; int32 index; int32 field_C; int32 field_10; int32 field_14; FrameSoundItem() { resourceId = kResourceNone; frameIndex = 0; index = 0; field_C = 0; field_10 = 0; field_14 = 0; } }; struct AmbientSoundItem { int32 field_0; int32 flags; ResourceId resourceId; int32 delta; int32 attenuation; int32 nextTick; int32 flagNum[6]; Common::Point point; AmbientSoundItem() { field_0 = 0; flags = 0; resourceId = kResourceNone; delta = 0; attenuation = 0; nextTick = 0; memset(&flagNum, 0, sizeof(flagNum)); } }; struct SoundQueueItem { ResourceId resourceId; Audio::SoundHandle handle; SoundQueueItem() { resourceId = kResourceNone; } }; class Sound { public: Sound(AsylumEngine *engine, Audio::Mixer *mixer); ~Sound(); ////////////////////////////////////////////////////////////////////////// // Playing sounds & music ////////////////////////////////////////////////////////////////////////// /** * Play sound * * @param resourceId Identifier for the resource. * @param looping true to looping. * @param volume The volume. * @param panning The panning. */ void playSound(ResourceId resourceId, bool looping = false, int32 volume = Config.sfxVolume, int32 panning = 0); /** * Play music * * @param resourceId Identifier for the resource. * @param volume The volume. */ void playMusic(ResourceId resourceId, int32 volume = Config.musicVolume); /** * Change music * * @param index Zero-based index of the music * @param musicStatusExt The music status. */ void changeMusic(int32 index, int32 musicStatusExt); /** * Query if a sound with the resource id is playing. * * @param resourceId Identifier for the resource. * * @return true if playing, false if not. */ bool isPlaying(ResourceId resourceId); ////////////////////////////////////////////////////////////////////////// // Volume & panning ////////////////////////////////////////////////////////////////////////// /** * Sets the volume for a buffered sound resource * * @param resourceId Identifier for the resource. * @param volume The volume. */ void setVolume(ResourceId resourceId, int32 volume); /** * Sets the music volume. * * @param volume The volume. */ void setMusicVolume(int32 volume); /** * Gets the music volume. * * @return The music volume. */ int32 getMusicVolume() { return _musicVolume; } /** * Sets the panning for a buffered sound resource * * @param resourceId Identifier for the resource. * @param panning The panning. */ void setPanning(ResourceId resourceId, int32 panning); /** * Determine the amount to increase the supplied sound sample's volume based on the position. * * @param point The coordinates * @param attenuation The attenuation. * @param delta The delta. * * @return The calculated volume adjustement. */ int32 calculateVolumeAdjustement(const Common::Point &point, int32 attenuation, int32 delta); /** * Gets an adjusted volume. * * @param volume The volume. * * @return The adjusted volume. */ int32 getAdjustedVolume(int32 volume) const; /** * Calculates the panning at point. * * @param point The coordinates. * * @return The calculated panning at point. */ int32 calculatePanningAtPoint(const Common::Point &point); ////////////////////////////////////////////////////////////////////////// // Stopping sounds ////////////////////////////////////////////////////////////////////////// /** * Stop the first playing sound with the ResourceId * * @param resourceId Identifier for the resource. */ void stop(ResourceId resourceId); /** * Stop all sounds with the ResourceId * * @param resourceId Identifier for the resource. */ void stopAll(ResourceId resourceId); /** * Stop all buffered sounds */ void stopAll(); /** * Stop music. */ void stopMusic(); ////////////////////////////////////////////////////////////////////////// // Conversion functions ////////////////////////////////////////////////////////////////////////// /** * Convert volume to a ScummVM mixer value * * @param [in,out] vol The volume. */ static void convertVolumeFrom(int32 &vol); /** * Convert ScummVM mixer value to a volume * * @param [in,out] vol The volume. */ static void convertVolumeTo(int32 &vol); private: AsylumEngine *_vm; Audio::Mixer *_mixer; Audio::SoundHandle _musicHandle; int32 _musicVolume; Common::Array _soundQueue; ////////////////////////////////////////////////////////////////////////// // Sound queue ////////////////////////////////////////////////////////////////////////// /** * Find the index within the sound queue of the sound sample with provided id. * * @param resourceId Identifier for the resource. * * @return The item. */ SoundQueueItem *getItem(ResourceId resourceId); /** * Find the index within the sound queue of the playing sound sample with provided id. * * @param resourceId Identifier for the resource. * * @return The playing item. */ SoundQueueItem *getPlayingItem(ResourceId resourceId); /** * Adds a sound to the sound queue. * * @param resourceId Identifier for the resource. * * @return the sound buffer item */ SoundQueueItem *addToQueue(ResourceId resourceId); /** * Clears the sound queue from finished sounds */ void cleanupQueue(); ////////////////////////////////////////////////////////////////////////// // Helper functions ////////////////////////////////////////////////////////////////////////// /** * Checks if the sound file is valid * * @return true if valid, false if not. */ bool isValidSoundResource(ResourceId resourceId); /** * Play sound data. * * @param type The type. * @param handle The handle. * @param soundData The sound data * @param soundDataLength Length of the sound data. * @param loop true to loop. * @param vol The volume. * @param pan The pan. */ void playSoundData(Audio::Mixer::SoundType type, Audio::SoundHandle *handle, byte *soundData, uint32 soundDataLength, bool loop = false, int32 vol = 0, int32 pan = 0); ////////////////////////////////////////////////////////////////////////// // Conversion functions ////////////////////////////////////////////////////////////////////////// /** * Convert pan. * * @param [in,out] pan The pan. */ static void convertPan(int32 &pan); }; } // end of namespace Asylum #endif // ASYLUM_SYSTEM_SOUND_H