/* 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 ULTIMA4_SOUND_H #define ULTIMA4_SOUND_H #include "ultima/shared/std/containers.h" #include "audio/audiostream.h" #include "audio/mixer.h" #include "common/str.h" namespace Ultima { namespace Ultima4 { enum Sound { SOUND_TITLE_FADE, // the intro title fade SOUND_WALK_NORMAL, // walk, world and town SOUND_WALK_SLOWED, // walk, slow progress SOUND_WALK_COMBAT, // walk, combat SOUND_BLOCKED, // location blocked SOUND_ERROR, // error/bad command SOUND_PC_ATTACK, // PC attacks SOUND_PC_STRUCK, // PC damaged SOUND_NPC_ATTACK, // NPC attacks SOUND_NPC_STRUCK, // NPC damaged SOUND_ACID, // effect, acid damage SOUND_SLEEP, // effect, sleep SOUND_POISON_EFFECT, // effect, poison SOUND_POISON_DAMAGE, // damage, poison SOUND_EVADE, // trap evaded SOUND_FLEE, // flee combat SOUND_ITEM_STOLEN, // item was stolen from a PC, food or gold SOUND_LBHEAL, // LB heals party SOUND_LEVELUP, // PC level up SOUND_MOONGATE, // moongate used SOUND_CANNON, SOUND_RUMBLE, SOUND_PREMAGIC_MANA_JUMBLE, SOUND_MAGIC, SOUND_WHIRLPOOL, SOUND_STORM, // SOUND_MISSED, // SOUND_CREATUREATTACK, // SOUND_PLAYERHIT, SOUND_MAX }; void soundPlay(Sound sound, bool onlyOnce = true, int specificDurationInTicks = -1); void soundStop(int channel = 1); class SoundManager { private: Audio::Mixer *_mixer; Audio::SoundHandle _soundHandle; Std::vector _soundFilenames; Std::vector _sounds; private: bool load(Sound sound); void play_sys(Sound sound, bool onlyOnce, int specificDurationMilli); bool load_sys(Sound sound, const Common::Path &filename); void stop_sys(int channel); public: SoundManager(Audio::Mixer *mixer); ~SoundManager(); void play(Sound sound, bool onlyOnce = true, int specificDurationInTicks = -1); void stop(int channel = 1); }; extern SoundManager *g_sound; } // End of namespace Ultima4 } // End of namespace Ultima #endif