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2026-02-02 04:50:13 +01:00

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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef ALCACHOFA_SOUNDS_H
#define ALCACHOFA_SOUNDS_H
#include "alcachofa/scheduler.h"
#include "audio/mixer.h"
#include "audio/audiostream.h"
namespace Alcachofa {
class Character;
using ::Audio::SoundHandle;
class Sounds {
public:
Sounds();
~Sounds();
void update();
SoundHandle playVoice(const Common::String &fileName, byte volume = Audio::Mixer::kMaxChannelVolume);
SoundHandle playSFX(const Common::String &fileName, byte volume = Audio::Mixer::kMaxChannelVolume);
void stopAll();
void stopVoice();
void pauseAll(bool paused);
void fadeOut(SoundHandle id, uint32 duration);
void fadeOutVoiceAndSFX(uint32 duration);
bool isAlive(SoundHandle id);
void setVolume(SoundHandle id, byte volume);
void setAppropriateVolume(SoundHandle id,
MainCharacterKind processCharacter,
Character *speakingCharacter);
bool isNoisy(SoundHandle id, float windowSize, float minDifferences); ///< used for lip-sync
void startMusic(int musicId);
void queueMusic(int musicId);
void fadeMusic(uint32 duration = 500);
void setMusicToRoom(int roomMusicId);
Task *waitForMusicToEnd(Process &processd);
inline bool isMusicPlaying() const { return _isMusicPlaying; }
inline int musicID() const { return _nextMusicID; }
inline FakeSemaphore &musicSemaphore() { return _musicSemaphore; }
private:
struct Playback {
void fadeOut(uint32 duration);
Audio::SoundHandle _handle;
Audio::Mixer::SoundType _type = Audio::Mixer::SoundType::kPlainSoundType;
uint32 _fadeStart = 0,
_fadeDuration = 0;
int _inputRate = 0;
Common::Array<int16> _samples; ///< might not be filled, only voice samples are preloaded for lip-sync
};
Playback *getPlaybackById(SoundHandle id);
SoundHandle playSoundInternal(const char *fileName, byte volume, Audio::Mixer::SoundType type);
Common::Array<Playback> _playbacks;
Audio::Mixer *_mixer;
SoundHandle _musicSoundID = {}; // we use another soundID to reuse fading
bool _isMusicPlaying = false;
int _nextMusicID = -1;
FakeSemaphore _musicSemaphore;
};
struct PlaySoundTask final : public Task {
PlaySoundTask(Process &process, SoundHandle soundHandle);
PlaySoundTask(Process &process, Common::Serializer &s);
TaskReturn run() override;
void debugPrint() override;
const char *taskName() const override;
private:
SoundHandle _soundHandle;
};
struct WaitForMusicTask final : public Task {
WaitForMusicTask(Process &process);
WaitForMusicTask(Process &process, Common::Serializer &s);
TaskReturn run() override;
void debugPrint() override;
const char *taskName() const override;
private:
FakeLock _lock;
};
}
#endif // ALCACHOFA_SOUNDS_H