/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_SOUNDHANDLER_H #define HPL_SOUNDHANDLER_H #include "common/list.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/physics/PhysicsWorld.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { class iLowLevelSound; class iSoundChannel; class cWorld3D; //---------------------------------------- enum eSoundDest : unsigned int { eSoundDest_World = eFlagBit_0, eSoundDest_Gui = eFlagBit_1, eSoundDest_All = eFlagBit_All }; //---------------------------------------- class cSoundRayCallback : public iPhysicsRayCallback { public: void Reset(); bool HasCollided() { return mbHasCollided; } bool BeforeIntersect(iPhysicsBody *pBody); bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams); private: bool mbHasCollided; // int mlCount; }; //---------------------------------------- //////////////////////////////////////////////////// //////////// SOUND ENTRY /////////////////////////// //////////////////////////////////////////////////// class cSoundEntry { public: cSoundEntry() : mfNormalVolume(1), mfNormalVolumeFadeDest(1), mfNormalVolumeMul(1), mfNormalVolumeFadeSpeed(0), mbStream(false), mlCount(0), mpSound(nullptr) {} void Update(float afTimeStep); tString msName; iSoundChannel *mpSound; float mfNormalVolume; float mfNormalVolumeMul; float mfNormalVolumeFadeDest; float mfNormalVolumeFadeSpeed; float mfNormalSpeed; bool mbFirstTime; float mfBlockMul; float mfBlockFadeDest; float mfBlockFadeSpeed; bool mbStream; long int mlCount; eSoundDest mEffectType; }; typedef Common::List tSoundEntryList; typedef tSoundEntryList::iterator tSoundEntryListIt; typedef cSTLIterator tSoundEntryIterator; //////////////////////////////////////////////////// //////////// SOUND HANDLER /////////////////////// //////////////////////////////////////////////////// //---------------------------------------- typedef Common::StableMap tPlayedSoundNumMap; typedef tPlayedSoundNumMap::iterator tPlayedSoundNumMapIt; //---------------------------------------- class cResources; //---------------------------------------- class cSoundHandler { public: cSoundHandler(iLowLevelSound *apLowLevelSound, cResources *apResources); ~cSoundHandler(); iSoundChannel *Play(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos, float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, bool ab3D = false, int alPriorityModifier = 0, eSoundDest aEffectType = eSoundDest_World); iSoundChannel *Play3D(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos, float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, int alPriorityModifier = 0, eSoundDest aEffectType = eSoundDest_World) { return Play(asName, abLoop, afVolume, avPos, afMinDist, afMaxDist, mType, abRelative, true, alPriorityModifier, aEffectType); } iSoundChannel *PlayStream(const tString &asFileName, bool abLoop, float afVolume, bool ab3D = false, eSoundDest aEffectType = eSoundDest_Gui); iSoundChannel *PlayGui(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos = cVector3f(0, 0, 1), eSoundDest aEffectType = eSoundDest_Gui); void SetSilent(bool abX) { mbSilent = abX; } bool GetSilent() { return mbSilent; } bool Stop(const tString &asName); bool StopAllExcept(const tString &asName); void StopAll(tFlag mTypes); void PauseAll(tFlag mTypes); void ResumeAll(tFlag mTypes); bool IsPlaying(const tString &asName); bool IsValid(iSoundChannel *apChannel); bool IsValidId(iSoundChannel *apChannel, int alId); void Update(float afTimeStep); void SetSpeed(float afSpeed, float afRate, tFlag mTypes); void SetVolume(float afVolume, float afRate, tFlag mTypes); float GetVolume() { return mfVolume; } void SetWorld3D(cWorld3D *apWorld3D); cSoundEntry *GetEntryFromSound(iSoundChannel *apSound); iSoundChannel *CreateChannel(const tString &asName, int alPriority); tSoundEntryList *GetWorldEntryList(); tSoundEntryList *GetGuiEntryList(); private: iLowLevelSound *mpLowLevelSound; cResources *mpResources; tSoundEntryList mlstGuiSounds; tSoundEntryList mlstWorldSounds; bool mbSilent; float mfSpeed; float mfNewSpeed; float mfSpeedRate; tFlag mAffectedBySpeed; float mfVolume; float mfNewVolume; float mfVolumeRate; tFlag mAffectedByVolume; cWorld3D *mpWorld3D; cSoundRayCallback mSoundRayCallback; tPlayedSoundNumMap m_mapPlayedSound; cSoundEntry *GetEntry(const tString &asName); bool UpdateEntry(cSoundEntry *apEntry, float afTimeStep, tFlag aTypes); void UpdateDistanceVolume3D(cSoundEntry *apEntry, float afTimeStep, bool abFade, tFlag aTypes); int mlCount; int mlIdCount; }; } // namespace hpl #endif // HPL_SOUNDHANDLER_H