/* 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_MUSIC_H #define BLADERUNNER_MUSIC_H #include "common/mutex.h" #include "common/str.h" #include "bladerunner/bladerunner.h" // For BLADERUNNER_ORIGINAL_BUGS and BLADERUNNER_ORIGINAL_SETTINGS symbols namespace BladeRunner { class AudStream; class BladeRunnerEngine; class SaveFileReadStream; class SaveFileWriteStream; class Music { struct Track { Common::String name; int volume; // A value in [0, 100] - It is the set (target) volume for the track regardless of fadeIn and fadeOut transitions int pan; // A value in [-100, 100]. -100 is left, 100 is right and 0 is center - It is the set (target) pan/balance for the track regardless of any ongoing adjustments int32 timeFadeInSeconds; // how long will it take for the track to reach target volume (in seconds) int32 timePlaySeconds; // how long the track will play before starting fading out (in seconds) - uses timeFadeOutSeconds for fadeout // -1: Special value for playing the whole track int loop; // values from enum MusicTrackLoop (see game_constants.h) int32 timeFadeOutSeconds; // how long the fade out will be for the track at its end (in seconds) }; BladeRunnerEngine *_vm; Common::Mutex _mutex; int _musicVolumeFactorOriginalEngine; // should be in [0, 100] int _channel; bool _isNextPresent; bool _isPlaying; bool _isPaused; Track _current; Track _next; byte *_data; AudStream *_stream; public: Music(BladeRunnerEngine *vm); ~Music(); bool play(const Common::String &trackName, int volume, int pan, int32 timeFadeInSeconds, int32 timePlaySeconds, int loop, int32 timeFadeOutSeconds); void stop(uint32 delaySeconds); void adjust(int volume, int pan, uint32 delaySeconds); bool isPlaying(); void setVolume(int volume); int getVolume() const; void playSample(); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); #if !BLADERUNNER_ORIGINAL_BUGS // moved to public access void fadeOut(); void next(); #endif // !BLADERUNNER_ORIGINAL_BUGS private: void reset(); #if BLADERUNNER_ORIGINAL_BUGS void adjustVolume(int adjustedVolume, uint32 delaySeconds); #else void adjustVolume(int volume, uint32 delaySeconds); #endif // BLADERUNNER_ORIGINAL_BUGS void adjustPan(int pan, uint32 delaySeconds); void ended(); #if BLADERUNNER_ORIGINAL_BUGS void fadeOut(); void next(); static void timerCallbackFadeOut(void *refCon); static void timerCallbackNext(void *refCon); #endif // BLADERUNNER_ORIGINAL_BUGS static void mixerChannelEnded(int channel, void *data); byte *getData(const Common::String &name); }; } // End of namespace BladeRunner #endif