340 lines
7.8 KiB
C++
340 lines
7.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ASYLUM_SYSTEM_SOUND_H
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#define ASYLUM_SYSTEM_SOUND_H
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#include "common/array.h"
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#include "common/rect.h"
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#include "audio/mixer.h"
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#include "asylum/system/config.h"
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#include "asylum/shared.h"
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namespace Asylum {
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class AsylumEngine;
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struct ResourceEntry;
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struct SoundItem {
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ResourceId resourceId;
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int32 field_4;
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int32 field_8;
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int32 field_C;
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SoundItem() {
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resourceId = kResourceNone;
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field_4 = 0;
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field_8 = 0;
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field_C = 0;
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}
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};
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struct FrameSoundItem {
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ResourceId resourceId;
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uint32 frameIndex;
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int32 index;
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int32 field_C;
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int32 field_10;
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int32 field_14;
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FrameSoundItem() {
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resourceId = kResourceNone;
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frameIndex = 0;
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index = 0;
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field_C = 0;
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field_10 = 0;
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field_14 = 0;
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}
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};
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struct AmbientSoundItem {
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int32 field_0;
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int32 flags;
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ResourceId resourceId;
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int32 delta;
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int32 attenuation;
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int32 nextTick;
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int32 flagNum[6];
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Common::Point point;
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AmbientSoundItem() {
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field_0 = 0;
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flags = 0;
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resourceId = kResourceNone;
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delta = 0;
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attenuation = 0;
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nextTick = 0;
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memset(&flagNum, 0, sizeof(flagNum));
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}
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};
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struct SoundQueueItem {
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ResourceId resourceId;
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Audio::SoundHandle handle;
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SoundQueueItem() {
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resourceId = kResourceNone;
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}
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};
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class Sound {
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public:
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Sound(AsylumEngine *engine, Audio::Mixer *mixer);
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~Sound();
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//////////////////////////////////////////////////////////////////////////
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// Playing sounds & music
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//////////////////////////////////////////////////////////////////////////
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/**
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* Play sound
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*
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* @param resourceId Identifier for the resource.
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* @param looping true to looping.
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* @param volume The volume.
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* @param panning The panning.
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*/
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void playSound(ResourceId resourceId, bool looping = false, int32 volume = Config.sfxVolume, int32 panning = 0);
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/**
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* Play music
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*
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* @param resourceId Identifier for the resource.
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* @param volume The volume.
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*/
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void playMusic(ResourceId resourceId, int32 volume = Config.musicVolume);
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/**
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* Change music
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*
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* @param index Zero-based index of the music
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* @param musicStatusExt The music status.
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*/
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void changeMusic(int32 index, int32 musicStatusExt);
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/**
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* Query if a sound with the resource id is playing.
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*
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* @param resourceId Identifier for the resource.
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*
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* @return true if playing, false if not.
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*/
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bool isPlaying(ResourceId resourceId);
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//////////////////////////////////////////////////////////////////////////
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// Volume & panning
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//////////////////////////////////////////////////////////////////////////
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/**
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* Sets the volume for a buffered sound resource
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*
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* @param resourceId Identifier for the resource.
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* @param volume The volume.
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*/
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void setVolume(ResourceId resourceId, int32 volume);
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/**
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* Sets the music volume.
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*
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* @param volume The volume.
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*/
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void setMusicVolume(int32 volume);
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/**
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* Gets the music volume.
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*
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* @return The music volume.
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*/
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int32 getMusicVolume() { return _musicVolume; }
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/**
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* Sets the panning for a buffered sound resource
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*
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* @param resourceId Identifier for the resource.
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* @param panning The panning.
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*/
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void setPanning(ResourceId resourceId, int32 panning);
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/**
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* Determine the amount to increase the supplied sound sample's volume based on the position.
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*
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* @param point The coordinates
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* @param attenuation The attenuation.
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* @param delta The delta.
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*
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* @return The calculated volume adjustement.
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*/
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int32 calculateVolumeAdjustement(const Common::Point &point, int32 attenuation, int32 delta);
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/**
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* Gets an adjusted volume.
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*
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* @param volume The volume.
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*
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* @return The adjusted volume.
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*/
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int32 getAdjustedVolume(int32 volume) const;
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/**
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* Calculates the panning at point.
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*
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* @param point The coordinates.
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*
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* @return The calculated panning at point.
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*/
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int32 calculatePanningAtPoint(const Common::Point &point);
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//////////////////////////////////////////////////////////////////////////
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// Stopping sounds
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//////////////////////////////////////////////////////////////////////////
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/**
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* Stop the first playing sound with the ResourceId
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*
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* @param resourceId Identifier for the resource.
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*/
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void stop(ResourceId resourceId);
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/**
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* Stop all sounds with the ResourceId
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*
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* @param resourceId Identifier for the resource.
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*/
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void stopAll(ResourceId resourceId);
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/**
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* Stop all buffered sounds
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*/
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void stopAll();
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/**
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* Stop music.
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*/
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void stopMusic();
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//////////////////////////////////////////////////////////////////////////
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// Conversion functions
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//////////////////////////////////////////////////////////////////////////
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/**
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* Convert volume to a ScummVM mixer value
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*
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* @param [in,out] vol The volume.
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*/
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static void convertVolumeFrom(int32 &vol);
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/**
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* Convert ScummVM mixer value to a volume
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*
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* @param [in,out] vol The volume.
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*/
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static void convertVolumeTo(int32 &vol);
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private:
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AsylumEngine *_vm;
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Audio::Mixer *_mixer;
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Audio::SoundHandle _musicHandle;
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int32 _musicVolume;
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Common::Array<SoundQueueItem> _soundQueue;
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//////////////////////////////////////////////////////////////////////////
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// Sound queue
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//////////////////////////////////////////////////////////////////////////
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/**
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* Find the index within the sound queue of the sound sample with provided id.
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*
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* @param resourceId Identifier for the resource.
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*
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* @return The item.
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*/
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SoundQueueItem *getItem(ResourceId resourceId);
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/**
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* Find the index within the sound queue of the playing sound sample with provided id.
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*
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* @param resourceId Identifier for the resource.
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*
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* @return The playing item.
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*/
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SoundQueueItem *getPlayingItem(ResourceId resourceId);
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/**
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* Adds a sound to the sound queue.
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*
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* @param resourceId Identifier for the resource.
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*
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* @return the sound buffer item
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*/
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SoundQueueItem *addToQueue(ResourceId resourceId);
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/**
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* Clears the sound queue from finished sounds
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*/
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void cleanupQueue();
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//////////////////////////////////////////////////////////////////////////
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// Helper functions
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//////////////////////////////////////////////////////////////////////////
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/**
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* Checks if the sound file is valid
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*
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* @return true if valid, false if not.
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*/
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bool isValidSoundResource(ResourceId resourceId);
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/**
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* Play sound data.
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*
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* @param type The type.
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* @param handle The handle.
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* @param soundData The sound data
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* @param soundDataLength Length of the sound data.
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* @param loop true to loop.
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* @param vol The volume.
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* @param pan The pan.
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*/
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void playSoundData(Audio::Mixer::SoundType type, Audio::SoundHandle *handle, byte *soundData, uint32 soundDataLength, bool loop = false, int32 vol = 0, int32 pan = 0);
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//////////////////////////////////////////////////////////////////////////
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// Conversion functions
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//////////////////////////////////////////////////////////////////////////
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/**
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* Convert pan.
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*
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* @param [in,out] pan The pan.
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*/
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static void convertPan(int32 &pan);
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};
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} // end of namespace Asylum
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#endif // ASYLUM_SYSTEM_SOUND_H
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