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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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_MUSICHANDLER_H
#define HPL_MUSICHANDLER_H
#include "common/list.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class iLowLevelSound;
class iSoundChannel;
////////////////////////////////////////////////////
//////////// MUSIC LOCK ///////////////////////////
////////////////////////////////////////////////////
class cMusicLock {
public:
cMusicLock() : msFileName(""), mfVolume(0) {}
tString msFileName;
float mfVolume;
bool mbLoop;
};
////////////////////////////////////////////////////
//////////// MUSIC ENTRY ///////////////////////////
////////////////////////////////////////////////////
class cMusicEntry {
public:
cMusicEntry() : msFileName(""), mpStream(NULL), mfMaxVolume(1),
mfVolume(0), mfVolumeAdd(0.01f) {}
tString msFileName;
iSoundChannel *mpStream;
float mfMaxVolume;
float mfVolume;
float mfVolumeAdd;
bool mbLoop;
};
typedef Common::List<cMusicEntry *> tMusicEntryList;
typedef tMusicEntryList::iterator tMusicEntryListIt;
////////////////////////////////////////////////////
//////////// MUSIC HANDLER ///////////////////////
////////////////////////////////////////////////////
class cResources;
class cMusicHandler {
public:
cMusicHandler(iLowLevelSound *apLowLevelSound, cResources *apResources);
~cMusicHandler();
/**
* Play a song. Playing a song that is already playing updates it's properties.
* \param asFileName file to be played
* \param afVolume volume to be played at
* \param afFadeStepSize volume increse/decrease per app step when fading to new volume.
* \param abLoop If the music should be looped or not.
* \return
*/
bool Play(const tString &asFileName, float afVolume, float afFadeStepSize, bool abLoop);
/**
* Stop playing the current music.
* \param afFadeStepSize volume increse/decrease per app step when fading volume to 0.
*/
void Stop(float afFadeStepSize);
void Pause();
void Resume();
/**
* No more music can be played when locked. Latest song that has been tried to be palyed is saved in lock.
* \param apLock
*/
void Lock(cMusicLock *apLock);
/**
* Remove lock.
*/
void UnLock();
tString GetCurrentSongName();
float GetCurrentSongVolume();
cMusicEntry *GetCurrentSong();
void Update(float afTimeStep);
private:
iLowLevelSound *mpLowLevelSound;
cResources *mpResources;
tMusicEntryList mlstFadingSongs;
cMusicEntry *mpMainSong;
cMusicLock *mpLock;
bool mbIsPaused;
bool LoadAndStart(const tString &asFileName, cMusicEntry *apSong, float afVolume, bool abLoop);
};
} // namespace hpl
#endif // HPL_MUSICHANDLER_H