195 lines
4.8 KiB
C++
195 lines
4.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TITANIC_SOUND_H
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#define TITANIC_SOUND_H
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#include "titanic/support/simple_file.h"
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#include "titanic/sound/proximity.h"
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#include "titanic/sound/sound_manager.h"
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#include "titanic/sound/wave_file.h"
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#include "titanic/core/list.h"
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#include "titanic/core/view_item.h"
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#include "titanic/true_talk/dialogue_file.h"
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namespace Titanic {
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class CGameManager;
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class CSoundItem : public ListItem {
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public:
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CString _name;
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CWaveFile *_waveFile;
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File *_dialogueFileHandle;
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int _speechId;
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DisposeAfterUse::Flag _disposeAfterUse;
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bool _active;
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public:
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CSoundItem() : ListItem(), _waveFile(nullptr), _dialogueFileHandle(nullptr),
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_speechId(0), _disposeAfterUse(DisposeAfterUse::NO), _active(false) {}
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CSoundItem(const CString &name) : ListItem(), _name(name), _waveFile(nullptr),
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_dialogueFileHandle(nullptr), _disposeAfterUse(DisposeAfterUse::NO),
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_speechId(0), _active(false) {}
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CSoundItem(File *dialogueFile, int speechId) : ListItem(), _waveFile(nullptr),
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_dialogueFileHandle(dialogueFile), _speechId(speechId), _active(false),
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_disposeAfterUse(DisposeAfterUse::NO) {}
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~CSoundItem() override;
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};
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class CSoundItemList : public List<CSoundItem> {
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};
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class CSound {
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private:
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CGameManager *_gameManager;
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CSoundItemList _sounds;
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private:
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/**
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* Check whether any sounds are done and can be be removed
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*/
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void checkSounds();
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/**
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* Removes the oldest sound from the sounds list that isn't
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* currently playing
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*/
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void removeOldest();
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public:
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QSoundManager _soundManager;
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public:
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CSound(CGameManager *owner, Audio::Mixer *mixer);
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~CSound();
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/**
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* Save the data for the class to file
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*/
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void save(SimpleFile *file) const;
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/**
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* Load the data for the class from file
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*/
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void load(SimpleFile *file);
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/**
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* Called when a game is about to be loaded
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*/
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void preLoad();
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/**
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* Called when loading a game is complete
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*/
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void postLoad() { _soundManager.postLoad(); }
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/**
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* Called when a game is about to be saved
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*/
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void preSave() { _soundManager.preSave(); }
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/**
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* Called when a game has finished being saved
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*/
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void postSave() { _soundManager.postSave(); }
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/**
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* Called when the view has been changed
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*/
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void preEnterView(CViewItem *newView, bool isNewRoom);
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/**
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* Returns true if a sound with the specified handle is active
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*/
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bool isActive(int handle);
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/**
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* Sets the volume for a sound
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* @param handle Sound handle
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* @param volume Volume percentage (0 to 100)
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* @param seconds Number of seconds to transition to the new volume
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*/
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void setVolume(uint handle, uint volume, uint seconds);
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/**
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* Flags a sound about to be played as activated
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*/
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void activateSound(CWaveFile *waveFile,
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DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::NO);
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/**
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* Stops any sounds attached to a given channel
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*/
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void stopChannel(int channel);
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/**
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* Loads a TrueTalk dialogue
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* @param dialogueFile Dialogue file reference
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* @param speechId Speech Id within dialogue
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* @returns Wave file instance
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*/
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CWaveFile *getTrueTalkSound(CDialogueFile *dialogueFile, int index);
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/**
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* Load a speech resource
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* @param dialogueFile Dialogue file reference
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* @param speechId Speech Id within dialogue
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* @returns Wave file instance
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*/
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CWaveFile *loadSpeech(CDialogueFile *dialogueFile, int speechId);
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/**
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* Play a speech
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* @param dialogueFile Dialogue file reference
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* @param speechId Speech Id within dialogue
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* @param prox Proximity instance
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*/
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int playSpeech(CDialogueFile *dialogueFile, int speechId, CProximity &prox);
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/**
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* Load a sound
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* @param name Name of sound resource
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* @returns Sound item record
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*/
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CWaveFile *loadSound(const CString &name);
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/**
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* Play a sound
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*/
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int playSound(const CString &name, CProximity &prox);
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/**
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* Stop a sound
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*/
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void stopSound(uint handle);
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/**
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* Flags that a sound can be freed if a timeout is set
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*/
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void setCanFree(int handle);
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/**
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* Handles regularly updating the mixer
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*/
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void updateMixer();
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};
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} // End of namespace Titanic
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#endif /* TITANIC_SOUND_H */
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