/* 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 SLUDGE_SOUND_H #define SLUDGE_SOUND_H #include "common/list.h" #include "audio/mixer.h" namespace Common { class SeekableReadStream; class WriteStream; } //#include "sludge/variable.h" namespace Sludge { struct StackHandler; // Sound list stuff struct SoundList{ int sound; struct SoundList*next; struct SoundList*prev; int cacheIndex; int vol; }; class SoundManager { public: SoundManager(); virtual ~SoundManager(); // Sound list void playSoundList(SoundList*s); void handleSoundLists(); // to produce the same effects as end of stream call back functions // GENERAL... void init(); bool initSoundStuff(); void killSoundStuff(); // MUSIC... bool playMOD(int, int, int); void stopMOD(int); void setMusicVolume(int a, int v); void setDefaultMusicVolume(int v); // SAMPLES... int cacheSound(int f); bool startSound(int, bool = false); void huntKillSound(int a); void huntKillFreeSound(int filenum); void setSoundVolume(int a, int v); void setDefaultSoundVolume(int v); void setSoundLoop(int a, int s, int e); bool stillPlayingSound(int ch); bool getSoundCacheStack(StackHandler *sH); int findInSoundCache(int a); // Load & save void loadSounds(Common::SeekableReadStream *stream); void saveSounds(Common::WriteStream *stream); uint getSoundSource(int index); private: const static int MAX_SAMPLES; const static int MAX_MODS; struct SoundThing { Audio::SoundHandle handle; int fileLoaded, vol; //Used for wav/ogg sounds only. (sound saving/loading) bool looping; //Used for wav/ogg sounds only. (sound saving/loading) bool inSoundList; //Used for wav/ogg sounds only }; typedef Common::List SoundListHandles; // there's possibility that several sound list played at the same time SoundListHandles _soundListHandles; bool _soundOK; bool _silenceIKillYou; bool _isHandlingSoundList; SoundThing *_soundCache; SoundThing *_modCache; int _defVol; int _defSoundVol; float _modLoudness; int _emptySoundSlot; void freeSound(int a); bool forceRemoveSound(); bool deleteSoundFromList(SoundList*&s); int findEmptySoundSlot(); int makeSoundAudioStream(int f, Audio::AudioStream *&audiostream, bool loopy); }; } // End of namespace Sludge #endif