/* 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 BLADERUNNER_AMBIENT_SOUNDS_H #define BLADERUNNER_AMBIENT_SOUNDS_H #include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_SETTINGS symbol #include "audio/audiostream.h" #include "audio/mixer.h" #include "common/str.h" namespace BladeRunner { class BladeRunnerEngine; class SaveFileReadStream; class SaveFileWriteStream; class AmbientSounds { static const int kNonLoopingSounds = 25; static const int kLoopingSounds = 3; static const Audio::Mixer::SoundType kAmbientSoundType = Audio::Mixer::kPlainSoundType; struct NonLoopingSound { bool isActive; Common::String name; int32 hash; int audioPlayerTrack; uint32 delayMin; // milliseconds uint32 delayMax; // milliseconds uint32 nextPlayTimeStart; // milliseconds uint32 nextPlayTimeDiff; // milliseconds int volumeMin; // should be in [0, 100] int volumeMax; // should be in [0, 100] int volume; // should be in [0, 100] (calculated as a random value within [volumeMin, volumeMax] int panStartMin; // should be in [-100, 100] int panStartMax; // should be in [-100, 100] int panEndMin; // should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment int panEndMax; // should be in [-100, 100], with "-101" being a special value for skipping pan (balance) adjustment int priority; // should be in [0, 100] int32 soundType; // new - not stored in saved games }; struct LoopingSound { bool isActive; Common::String name; int32 hash; int audioPlayerTrack; int volume; // should be in [0, 100] int pan; // should be in [-100, 100] int32 soundType; // new - not stored in saved games }; BladeRunnerEngine *_vm; NonLoopingSound *_nonLoopingSounds; LoopingSound *_loopingSounds; int _ambientVolumeFactorOriginalEngine; // should be in [0, 100] public: AmbientSounds(BladeRunnerEngine *vm); ~AmbientSounds(); void addSound(int sfxId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void removeNonLoopingSound(int sfxId, bool stopPlaying); void removeAllNonLoopingSounds(bool stopPlaying); void addSpeech(int actorId, int sentenceId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void playSound(int sfxId, int volume, int panStart, int panEnd, int priority, Audio::Mixer::SoundType type = kAmbientSoundType); void playSpeech(int actorId, int sentenceId, int volume, int panStart, int panEnd, int priority); void addLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds, Audio::Mixer::SoundType type = kAmbientSoundType); void adjustLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds); // it seems there is little confusion in original code about delay parameter, // sometimes it is used as boolean in same way as stopPlaying from non looping void removeLoopingSound(int sfxId, uint32 delaySeconds); void removeAllLoopingSounds(uint32 delaySeconds); void tick(); void setVolume(int volume); int getVolume() const; void playSample(); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); private: int findAvailableNonLoopingTrack() const; int findNonLoopingTrackByHash(int32 hash) const; int findAvailableLoopingTrack() const; int findLoopingTrackByHash(int32 hash) const; void addSoundByName(const Common::String &name, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void removeNonLoopingSoundByIndex(int index, bool stopPlaying); void removeLoopingSoundByIndex(int index, uint32 delaySeconds); }; } // End of namespace BladeRunner #endif