/* 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 NANCY_ACTION_SOUNDRECORDS_H #define NANCY_ACTION_SOUNDRECORDS_H #include "engines/nancy/action/actionrecord.h" namespace Nancy { namespace Action { // Sets the volume for a particular channel. class SetVolume : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; uint16 channel = 0; byte volume = 0; protected: Common::String getRecordTypeName() const override { return "SetVolume"; } }; // Used for sound effects. From nancy3 up it includes 3D sound data, which lets // the sound move in 3D space as the player rotates/changes scenes. Also supports // changing the scene and/or setting a flag class PlaySound : public ActionRecord { public: PlaySound() {} ~PlaySound() { delete _soundEffect; } void readData(Common::SeekableReadStream &stream) override; void execute() override; SoundDescription _sound; SoundEffectDescription *_soundEffect = nullptr; bool _changeSceneImmediately = false; SceneChangeDescription _sceneChange; FlagDescription _flag; protected: Common::String getRecordTypeName() const override; }; // The same as PlaySound, but with the addition of captioning text, // which gets displayed inside the Textbox. class PlaySoundCC : public PlaySound { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; void readCCText(Common::SeekableReadStream &stream, Common::String &out); Common::String _ccText; protected: Common::String getRecordTypeName() const override; }; // Short version of PlaySoundCC, no event flag class PlaySoundTerse : public PlaySoundCC { public: void readData(Common::SeekableReadStream &stream) override; protected: Common::String getRecordTypeName() const override { return "PlaySoundTerse"; } }; // Short version of PlaySoundCC, with event flag class PlaySoundEventFlagTerse : public PlaySoundCC { public: void readData(Common::SeekableReadStream &stream) override; protected: Common::String getRecordTypeName() const override { return "PlaySoundEventFlagTerse"; } }; // Used for sounds that pan left-right depending on the scene background frame. // Only used in The Vampire Diaries; later games use PlaySound's 3D sound capabilities instead class PlaySoundFrameAnchor : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; SoundDescription _sound; protected: Common::String getRecordTypeName() const override; }; // Plays a sound effect; has multiple hotspots, one per scene background frame. // Used in exactly two places; one scene in tvd, and one in nancy1 class PlaySoundMultiHS : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; SoundDescription _sound; // 0x0 SceneChangeDescription _sceneChange; // 0x22 FlagDescription _flag; // 0x2A Common::Array _hotspots; // 0x31 protected: bool canHaveHotspot() const override { return true; } Common::String getRecordTypeName() const override { return "PlaySoundMultiHS"; } }; // Stops a sound if it's loaded and playing. Used very rarely, as sounds (usually) // get auto-stopped on a scene change class StopSound : public ActionRecord { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; uint _channelID; SceneChangeWithFlag _sceneChange; protected: Common::String getRecordTypeName() const override { return "StopSound"; } }; // Same as PlaySound, except it randomly picks between one of several // provided sound files; all other settings for the sound are shared. class PlayRandomSound : public PlaySound { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; Common::Array _soundNames; uint _selectedSound = 0; protected: Common::String getRecordTypeName() const override { return "PlayRandomSound"; } }; // Short version of PlayRandomSound, but ALSO supports closed captioning text class PlayRandomSoundTerse : public PlaySoundTerse { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; Common::Array _soundNames; Common::Array _ccTexts; uint _selectedSound = 0; protected: Common::String getRecordTypeName() const override { return "PlayRandomSoundTerse"; } }; // Same as PlaySound, except it discards the filename provided in the data. // Instead, it takes the current value of an item in TableData, and appends that // value to the end of the base filename provided in the TABL chunk. Does not contain // any CC text inside the record data; instead, that also gets copied over from TABL. class TableIndexPlaySound : public PlaySoundCC { public: void readData(Common::SeekableReadStream &stream) override; void execute() override; protected: Common::String getRecordTypeName() const override { return "TableIndexPlaySound"; } uint16 _tableIndex = 0; int16 _lastIndexVal = -1; }; } // End of namespace Action } // End of namespace Nancy #endif // NANCY_ACTION_NAVIGATIONRECORDS_H