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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 NUVIE_SOUND_SOUND_MANAGER_H
#define NUVIE_SOUND_SOUND_MANAGER_H
//priorities:
//todo:
//-sample loading partially implemented, will do later (now is 21/01/04)
//-make songs fade in & out - add query/callback for end of song so that they can cycle
//-make samples sound from mapwindow
//-make samples fade in & out according to distance
//-try and use original .m files
#include "mididrv_m_adlib.h"
#include "mididrv_m_mt32.h"
#include "midiparser_m.h"
#include "ultima/nuvie/sound/sound.h"
#include "ultima/nuvie/sound/song.h"
#include "ultima/nuvie/core/nuvie_defs.h"
#include "ultima/nuvie/conf/configuration.h"
#include "ultima/nuvie/files/nuvie_io_file.h"
#include "ultima/nuvie/sound/sfx.h"
#include "audio/mixer.h"
#include "audio/mididrv.h"
#include "common/mutex.h"
namespace Ultima {
namespace Nuvie {
#define SFX_PLAY_ASYNC true
#define SFX_PLAY_SYNC false
class SfxManager;
class CEmuopl;
struct SoundManagerSfx {
SfxIdType sfx_id;
Audio::SoundHandle handle;
} ;
class SoundManager {
private:
struct SongMT32InstrumentMapping {
char midiDatId;
const char *filename;
MInstrumentAssignment instrumentMapping[16];
};
const static SongMT32InstrumentMapping DEFAULT_MT32_INSTRUMENT_MAPPING[12];
public:
SoundManager(Audio::Mixer *mixer);
~SoundManager();
bool nuvieStartup(const Configuration *config);
bool initAudio();
void update_map_sfx(); //updates the active sounds
void update(); // at the moment this just changes songs if required
void musicPlayFrom(string group);
void musicPause();
void musicPlay();
void musicPlay(const char *filename, uint16 song_num = 0);
void musicStop(); // SB-X
Audio::SoundHandle playTownsSound(const Common::Path &filename, uint16 sample_num);
bool isSoundPLaying(Audio::SoundHandle handle);
bool playSfx(uint16 sfx_id, bool async = false);
void syncSoundSettings();
bool is_audio_enabled() {
return audio_enabled;
}
void set_audio_enabled(bool val);
bool is_music_enabled() {
return music_enabled;
}
void set_music_enabled(bool val);
bool is_speech_enabled() {
return speech_enabled;
}
void set_speech_enabled(bool val);
bool is_sfx_enabled() {
return sfx_enabled;
}
void set_sfx_enabled(bool val) {
sfx_enabled = val;
}
uint8 get_sfx_volume() {
return sfx_volume;
}
void set_sfx_volume(uint8 val) {
sfx_volume = val;
}
uint8 get_music_volume() {
return music_volume;
}
void set_music_volume(uint8 val) {
music_volume = val;
}
Sound *get_m_pCurrentSong() {
return m_pCurrentSong;
}
bool stop_music_on_group_change;
private:
bool LoadCustomSongs(const Common::Path &scriptname);
bool LoadNativeU6Songs();
bool loadSong(Song *song, const Common::Path &filename, const char *fileId);
bool loadSong(Song *song, const Common::Path &filename, const char *fileId, const char *title);
bool groupAddSong(const char *group, Song *song);
//bool LoadObjectSamples(string sound_dir);
//bool LoadTileSamples(string sound_dir);
bool LoadSfxManager(string sfx_style);
Sound *SongExists(const string &name); //have we loaded this sound before?
Sound *SampleExists(const string &name); //have we loaded this sound before?
Sound *RequestTileSound(int id);
Sound *RequestObjectSound(int id);
Sound *RequestSong(const string &group); //request a song from this group
uint16 RequestObjectSfxId(uint16 obj_n);
typedef Common::HashMap<int, SoundCollection *> IntCollectionMap;
typedef Common::HashMap<Common::String, SoundCollection *> StringCollectionMap;
IntCollectionMap m_TileSampleMap;
IntCollectionMap m_ObjectSampleMap;
StringCollectionMap m_MusicMap;
list<Sound *> m_Songs;
list<Sound *> m_Samples;
const Configuration *m_Config;
//state info:
string m_CurrentGroup;
Sound *m_pCurrentSong;
list<SoundManagerSfx> m_ActiveSounds;
bool audio_enabled;
bool music_enabled;
bool speech_enabled;
bool sfx_enabled;
uint8 music_volume;
uint8 sfx_volume;
Audio::Mixer *_mixer;
SfxManager *m_SfxManager;
CEmuopl *opl;
MidiDriver_Multisource *_midiDriver;
MidiDriver_M_MT32 *_mt32MidiDriver;
MidiParser_M *_midiParser;
MusicType _deviceType;
byte *_musicData;
const SongMT32InstrumentMapping *_mt32InstrumentMapping;
Common::Mutex _musicMutex;
int game_type; //FIXME there's a nuvie_game_t, but almost everything uses int game_type (or gametype)
public:
static bool g_MusicFinished;
};
} // End of namespace Nuvie
} // End of namespace Ultima
#endif