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scummvm-cursorfix/engines/ags/engine/media/audio/audio.h
2026-02-02 04:50:13 +01:00

126 lines
5.4 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/>.
*
*/
#ifndef AGS_ENGINE_MEDIA_AUDIO_AUDIO_H
#define AGS_ENGINE_MEDIA_AUDIO_AUDIO_H
#include "common/std/array.h"
#include "ags/engine/media/audio/audio_defines.h"
#include "ags/shared/ac/dynobj/script_audio_clip.h"
#include "ags/engine/ac/dynobj/script_audio_channel.h"
#include "ags/engine/media/audio/ambient_sound.h"
#include "ags/engine/ac/timer.h"
namespace AGS3 {
struct SOUNDCLIP;
class AudioChans {
public:
// Gets a clip from the channel
static SOUNDCLIP *GetChannel(int index);
// Gets a clip from the channel but only if it's in playback state
static SOUNDCLIP *GetChannelIfPlaying(int index);
// Assign new clip to the channel
static SOUNDCLIP *SetChannel(int index, SOUNDCLIP *clip);
// Move clip from one channel to another, clearing the first channel
static SOUNDCLIP *MoveChannel(int to, int from);
// Tells if channel has got a clip; does not care about its state
static inline bool ChannelHasClip(int index) {
return GetChannel(index) != nullptr;
}
// Tells if channel has got a clip and clip is in playback state
static inline bool ChannelIsPlaying(int index) {
return GetChannelIfPlaying(index) != nullptr;
}
private:
AudioChans() = delete;
~AudioChans() = delete;
};
void calculate_reserved_channel_count();
void update_clip_default_volume(ScriptAudioClip *audioClip);
void start_fading_in_new_track_if_applicable(int fadeInChannel, ScriptAudioClip *newSound);
void stop_or_fade_out_channel(int fadeOutChannel, int fadeInChannel = -1, ScriptAudioClip *newSound = nullptr);
SOUNDCLIP *load_sound_clip(ScriptAudioClip *audioClip, bool repeat);
ScriptAudioChannel *play_audio_clip_on_channel(int channel, ScriptAudioClip *clip, int priority, int repeat, int fromOffset, SOUNDCLIP *cachedClip = nullptr);
void remove_clips_of_type_from_queue(int audioType);
void update_queued_clips_volume(int audioType, int new_vol);
// Checks if speech voice-over is currently playing, and reapply volume drop to all other active clips
void update_volume_drop_if_voiceover();
ScriptAudioChannel *play_audio_clip(ScriptAudioClip *clip, int priority, int repeat, int fromOffset, bool queueIfNoChannel);
ScriptAudioChannel *play_audio_clip_by_index(int audioClipIndex);
void stop_and_destroy_channel_ex(int chid, bool resetLegacyMusicSettings);
void stop_and_destroy_channel(int chid);
// Exports missing AudioChannel objects to script (for importing older saves)
void export_missing_audiochans();
// ***** BACKWARDS COMPATIBILITY WITH OLD AUDIO SYSTEM ***** //
int get_old_style_number_for_sound(int sound_number);
SOUNDCLIP *load_sound_clip_from_old_style_number(bool isMusic, int indexNumber, bool repeat);
//=============================================================================
int get_volume_adjusted_for_distance(int volume, int sndX, int sndY, int sndMaxDist);
void update_directional_sound_vol();
void update_ambient_sound_vol();
// Tells if the audio type is allowed to play with regards to current sound config
bool is_audiotype_allowed_to_play(AudioFileType type);
// Loads sound data referenced by audio clip item, and starts playback;
// returns NULL on failure
SOUNDCLIP *load_sound_and_play(ScriptAudioClip *aclip, bool repeat);
void stop_all_sound_and_music();
void shutdown_sound();
int play_sound(int val1);
//=============================================================================
void clear_music_cache();
void play_next_queued();
int calculate_max_volume();
// add/remove the volume drop to the audio channels while speech is playing
void apply_volume_drop_modifier(bool applyModifier);
// syncs logical audio channels with the audio backend state
void sync_audio_playback();
// Update the music, and advance the crossfade on a step
// (this should only be called once per game loop);
void update_audio_system_on_game_loop();
void stopmusic();
void update_music_volume();
void post_new_music_check();
// Sets up the crossfading for playing the new music track,
// and returns the channel number to use; the channel is guaranteed to be free
int prepare_for_new_music();
// Gets audio clip from legacy music number, which also may contain queue flag
ScriptAudioClip *get_audio_clip_for_music(int mnum);
SOUNDCLIP *load_music_from_disk(int mnum, bool doRepeat);
void newmusic(int mnum);
extern void cancel_scheduled_music_update();
extern void schedule_music_update_at(AGS_Clock::time_point);
extern void postpone_scheduled_music_update_by(std::chrono::milliseconds);
} // namespace AGS3
#endif