Files
scummvm-cursorfix/engines/icb/sound/fx_manager.h
2026-02-02 04:50:13 +01:00

109 lines
3.3 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 ICB_FXMANAGER_H__INCLUDED_
#define ICB_FXMANAGER_H__INCLUDED_
#include "engines/icb/sound/direct_sound.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
namespace ICB {
extern bool8 noSoundEngine;
#define SAMPLE_NAME_LENGTH 64
typedef struct Effect {
enum FxFlags { EMPTY, DELAYED, QUEUED, PLAYING, READY };
char name[SAMPLE_NAME_LENGTH]; // Sample name
int32 delay; // The delay until playing
int32 looped; // Loop this effect
int32 pitch; // Sampling rate (Hz)
int32 pan; // Pan (DirectSound scale)
int32 volume; // Volume (DirectSound scale)
int32 rate; // Original buffer sample rate
FxFlags flags; // Status of sample
int32 length; // Length of sample in millisecs at base rate...
Audio::SeekableAudioStream *_stream;
Audio::SoundHandle _handle;
} Effect;
class FxManager {
private:
Effect m_effects[MAX_FX];
public:
FxManager();
~FxManager();
public:
// Register wavs and unregister (high level load and unload)
int32 Register(const int32 id, const char *name, const int32 delay = 0, uint32 byteOffsetInCluster = 0);
void Unregister(int32 id);
void UnregisterAll();
// Called on a timer 10 times a second
bool8 Poll();
// Pretty important really
void Play(int32 id);
void Stop(int32 id);
void StopAll(void);
// All realtime tweakers
void SetVolume(int32 id, int32 vol);
void SetPitch(int32 id, int32 pitch);
// A DirectSound buffer can support panning OR 3D position but not both
// A parameter for Register() lets you decide which to support
void SetPan(int32 id, int32 pan);
// Helpers and debug shat
void SetLooping(int32 id, int32 loop = 1) { m_effects[id].looped = loop; }
bool8 IsPlaying(int32 id) { return (m_effects[id].flags == Effect::PLAYING) ? TRUE8 : FALSE8; }
int32 GetDefaultRate(const char *name, uint32 byteOffsetInCluster = 0);
int32 GetDefaultLength(int32 id) { return m_effects[id].length; }
private:
bool8 Load(int32 id, const char *name, uint32 byteOffsetInCluster = 0);
// Can get original sampling rate by channel or examine a wav file
int32 GetDefaultRateByID(int32 id) { return m_effects[id].rate; }
int32 GetDefaultRateByName(const char *name, uint32 byteOffsetInCluster = 0);
};
} // End of namespace ICB
#endif