/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 ICB_PX_SFX_DESCRIPTION_H #define ICB_PX_SFX_DESCRIPTION_H namespace ICB { // versions... // 100 initial // 101 rearanged // 105 added also to sfxdesc files to be checked by converter // #define SFX_VERSION 105 #define NO_LOOPING 0x00 #define WAV_LOOPING_FLAG 0x01 #define SFX_LOOPING_FLAG 0x02 // this class contains an envelope of the form y=ax^3+bx^2+cx+d class CEnvelope { public: int32 a; int32 b; int32 c; int32 d; int8 div; // dividing value on the time scale CEnvelope() { Reset(); } void Reset() { a = b = c = d = 0; div = 1; } }; // this class contains a single sfx ready to be saved out. This will go in it's own file eventually... class CSfx { public: CSfx() { Reset(); } CEnvelope m_volume; // volume where v<=0 => none >=128 => max CEnvelope m_pitch; // pitch addition to base pitch (in PSX pitch units where 0x1000=44100hz, etc) int32 m_duration; // duration in 128th of second int32 m_rand_pitch; // random value to add to pitch at start (in PSX pitch units where 0x1000=44100hz, etc) int32 m_min_distance; // in cm int32 m_max_distance; // in cm int8 m_sampleNameOffset; // offset into structure of sampleName... int8 m_descOffset; // generally this will be 0 when outputing for the engine since the engine will not need descriptions int8 m_looping; // BIT 0 is hardware flag, bit 1 is software flag. int8 m_rand_mode; // mode=0 is normal, choose a random value at startup, mode>0 is some divider of the envelope void Reset() { m_volume.Reset(); m_pitch.Reset(); m_duration = 0; m_looping = 0; m_rand_pitch = 0; m_rand_mode = 0; m_sampleNameOffset = 0; m_descOffset = 0; m_min_distance = 0; m_max_distance = 0; } const char *GetSampleName() { return (const char *) this + m_sampleNameOffset; } }; } // End of namespace ICB #endif