301 lines
7.9 KiB
C++
301 lines
7.9 KiB
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/>.
|
|
*
|
|
*/
|
|
|
|
/*
|
|
* This file is based on WME Lite.
|
|
* http://dead-code.org/redir.php?target=wmelite
|
|
* Copyright (c) 2011 Jan Nedoma
|
|
*/
|
|
|
|
#include "engines/wintermute/base/sound/base_sound.h"
|
|
#include "engines/wintermute/base/base_game.h"
|
|
#include "engines/wintermute/base/sound/base_sound_manager.h"
|
|
#include "engines/wintermute/base/sound/base_sound_buffer.h"
|
|
#include "engines/wintermute/dcgf.h"
|
|
|
|
namespace Wintermute {
|
|
|
|
IMPLEMENT_PERSISTENT(BaseSound, false)
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
BaseSound::BaseSound(BaseGame *inGame) : BaseClass(inGame) {
|
|
_sound = nullptr;
|
|
_soundFilename = nullptr;
|
|
|
|
_soundType = TSoundType::SOUND_SFX;
|
|
_soundStreamed = false;
|
|
_soundLooping = false;
|
|
_soundPlaying = false;
|
|
_soundPaused = false;
|
|
_soundFreezePaused = false;
|
|
_soundPosition = 0;
|
|
_soundPrivateVolume = 0;
|
|
_soundLoopStart = 0;
|
|
|
|
_sFXType = SFX_NONE;
|
|
_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
BaseSound::~BaseSound() {
|
|
if (_sound) {
|
|
_game->_soundMgr->removeSound(_sound);
|
|
}
|
|
_sound = nullptr;
|
|
|
|
SAFE_DELETE_ARRAY(_soundFilename);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setSound(const char *filename, TSoundType type, bool streamed, uint32 initialPrivateVolume) {
|
|
if (_sound) {
|
|
_game->_soundMgr->removeSound(_sound);
|
|
_sound = nullptr;
|
|
}
|
|
SAFE_DELETE_ARRAY(_soundFilename);
|
|
|
|
_sound = _game->_soundMgr->addSound(filename, type, streamed, initialPrivateVolume);
|
|
if (_sound) {
|
|
size_t nameSize = strlen(filename) + 1;
|
|
_soundFilename = new char[nameSize];
|
|
Common::strcpy_s(_soundFilename, nameSize, filename);
|
|
|
|
_soundType = type;
|
|
_soundStreamed = streamed;
|
|
|
|
return STATUS_OK;
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setSoundSimple() {
|
|
_sound = _game->_soundMgr->addSound(_soundFilename, _soundType, _soundStreamed);
|
|
if (_sound) {
|
|
if (_soundPosition) {
|
|
_sound->setPosition(_soundPosition);
|
|
}
|
|
_sound->_looping = _soundLooping;
|
|
_sound->setPrivateVolume(_soundPrivateVolume);
|
|
_sound->_loopStart = _soundLoopStart;
|
|
_sound->_freezePaused = _soundFreezePaused;
|
|
if (_soundPlaying) {
|
|
return _sound->resume();
|
|
} else {
|
|
return STATUS_OK;
|
|
}
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
uint32 BaseSound::getLength() {
|
|
if (_sound) {
|
|
return _sound->getLength();
|
|
} else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::play(bool looping) {
|
|
if (_sound) {
|
|
_soundPaused = false;
|
|
return _sound->play(looping, _soundPosition);
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::stop() {
|
|
if (_sound) {
|
|
_soundPaused = false;
|
|
return _sound->stop();
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::pause(bool freezePaused) {
|
|
if (_sound) {
|
|
_soundPaused = true;
|
|
if (freezePaused) {
|
|
_sound->_freezePaused = true;
|
|
}
|
|
return _sound->pause();
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::resume() {
|
|
if (_sound && _soundPaused) {
|
|
_soundPaused = false;
|
|
return _sound->resume();
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::persist(BasePersistenceManager *persistMgr) {
|
|
if (persistMgr->getIsSaving() && _sound) {
|
|
_soundPlaying = _sound->isPlaying();
|
|
_soundLooping = _sound->_looping;
|
|
_soundPrivateVolume = _sound->_privateVolume;
|
|
if (_soundPlaying) {
|
|
_soundPosition = _sound->getPosition();
|
|
}
|
|
_soundLoopStart = _sound->_loopStart;
|
|
_soundFreezePaused = _sound->_freezePaused;
|
|
}
|
|
|
|
if (persistMgr->getIsSaving()) {
|
|
_sFXType = SFX_NONE;
|
|
_sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
|
|
}
|
|
|
|
persistMgr->transferPtr(TMEMBER_PTR(_game));
|
|
|
|
persistMgr->transferCharPtr(TMEMBER(_soundFilename));
|
|
persistMgr->transferBool(TMEMBER(_soundLooping));
|
|
persistMgr->transferBool(TMEMBER(_soundPaused));
|
|
persistMgr->transferBool(TMEMBER(_soundFreezePaused));
|
|
persistMgr->transferBool(TMEMBER(_soundPlaying));
|
|
persistMgr->transferUint32(TMEMBER(_soundPosition));
|
|
persistMgr->transferSint32(TMEMBER(_soundPrivateVolume));
|
|
persistMgr->transferBool(TMEMBER(_soundStreamed));
|
|
persistMgr->transferSint32(TMEMBER_INT(_soundType));
|
|
persistMgr->transferUint32(TMEMBER(_soundLoopStart));
|
|
|
|
return STATUS_OK;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::isPlaying() {
|
|
return _sound && _sound->isPlaying();
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::isPaused() {
|
|
return _sound && _soundPaused;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setPositionTime(uint32 time) {
|
|
if (!_sound) {
|
|
return STATUS_FAILED;
|
|
}
|
|
_soundPosition = time;
|
|
bool ret = _sound->setPosition(_soundPosition);
|
|
if (_sound->isPlaying()) {
|
|
_soundPosition = 0;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
uint32 BaseSound::getPositionTime() {
|
|
if (!_sound) {
|
|
return 0;
|
|
}
|
|
|
|
if (!_sound->isPlaying()) {
|
|
return 0;
|
|
} else {
|
|
return _sound->getPosition();
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setVolume(int volume) {
|
|
if (!_sound) {
|
|
return STATUS_FAILED;
|
|
} else {
|
|
return _sound->setPrivateVolume(volume);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setPrivateVolume(int volume) {
|
|
if (!_sound) {
|
|
return STATUS_FAILED;
|
|
} else {
|
|
_sound->_privateVolume = volume;
|
|
return STATUS_OK;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
int BaseSound::getVolume() {
|
|
if (!_sound) {
|
|
return 0;
|
|
} else {
|
|
return _sound->_privateVolume;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setLoopStart(uint32 pos) {
|
|
if (!_sound) {
|
|
return STATUS_FAILED;
|
|
} else {
|
|
_sound->setLoopStart(pos);
|
|
return STATUS_OK;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::setPan(float pan) {
|
|
if (_sound) {
|
|
return _sound->setPan(pan);
|
|
} else {
|
|
return STATUS_FAILED;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
bool BaseSound::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
|
|
if (!_sound) {
|
|
return STATUS_OK;
|
|
}
|
|
|
|
if (type != _sFXType || param1 != _sFXParam1 || param2 != _sFXParam2 || param3 != _sFXParam3 || param4 != _sFXParam4) {
|
|
bool ret = _sound->applyFX(type, param1, param2, param3, param4);
|
|
|
|
_sFXType = type;
|
|
_sFXParam1 = param1;
|
|
_sFXParam2 = param2;
|
|
_sFXParam3 = param3;
|
|
_sFXParam4 = param4;
|
|
|
|
return ret;
|
|
}
|
|
return STATUS_OK;
|
|
}
|
|
|
|
} // End of namespace Wintermute
|