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scummvm-cursorfix/engines/hpl1/engine/sound/SoundHandler.h
2026-02-02 04:50:13 +01:00

211 lines
5.7 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_SOUNDHANDLER_H
#define HPL_SOUNDHANDLER_H
#include "common/list.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/physics/PhysicsWorld.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class iLowLevelSound;
class iSoundChannel;
class cWorld3D;
//----------------------------------------
enum eSoundDest : unsigned int {
eSoundDest_World = eFlagBit_0,
eSoundDest_Gui = eFlagBit_1,
eSoundDest_All = eFlagBit_All
};
//----------------------------------------
class cSoundRayCallback : public iPhysicsRayCallback {
public:
void Reset();
bool HasCollided() { return mbHasCollided; }
bool BeforeIntersect(iPhysicsBody *pBody);
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
private:
bool mbHasCollided;
// int mlCount;
};
//----------------------------------------
////////////////////////////////////////////////////
//////////// SOUND ENTRY ///////////////////////////
////////////////////////////////////////////////////
class cSoundEntry {
public:
cSoundEntry() : mfNormalVolume(1), mfNormalVolumeFadeDest(1),
mfNormalVolumeMul(1), mfNormalVolumeFadeSpeed(0), mbStream(false),
mlCount(0), mpSound(nullptr) {}
void Update(float afTimeStep);
tString msName;
iSoundChannel *mpSound;
float mfNormalVolume;
float mfNormalVolumeMul;
float mfNormalVolumeFadeDest;
float mfNormalVolumeFadeSpeed;
float mfNormalSpeed;
bool mbFirstTime;
float mfBlockMul;
float mfBlockFadeDest;
float mfBlockFadeSpeed;
bool mbStream;
long int mlCount;
eSoundDest mEffectType;
};
typedef Common::List<cSoundEntry> tSoundEntryList;
typedef tSoundEntryList::iterator tSoundEntryListIt;
typedef cSTLIterator<cSoundEntry, tSoundEntryList, tSoundEntryListIt> tSoundEntryIterator;
////////////////////////////////////////////////////
//////////// SOUND HANDLER ///////////////////////
////////////////////////////////////////////////////
//----------------------------------------
typedef Common::StableMap<tString, int> tPlayedSoundNumMap;
typedef tPlayedSoundNumMap::iterator tPlayedSoundNumMapIt;
//----------------------------------------
class cResources;
//----------------------------------------
class cSoundHandler {
public:
cSoundHandler(iLowLevelSound *apLowLevelSound, cResources *apResources);
~cSoundHandler();
iSoundChannel *Play(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos,
float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, bool ab3D = false,
int alPriorityModifier = 0, eSoundDest aEffectType = eSoundDest_World);
iSoundChannel *Play3D(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos,
float afMinDist, float afMaxDist, eSoundDest mType, bool abRelative, int alPriorityModifier = 0,
eSoundDest aEffectType = eSoundDest_World) {
return Play(asName, abLoop, afVolume, avPos, afMinDist, afMaxDist, mType, abRelative, true,
alPriorityModifier, aEffectType);
}
iSoundChannel *PlayStream(const tString &asFileName, bool abLoop, float afVolume, bool ab3D = false,
eSoundDest aEffectType = eSoundDest_Gui);
iSoundChannel *PlayGui(const tString &asName, bool abLoop, float afVolume, const cVector3f &avPos = cVector3f(0, 0, 1),
eSoundDest aEffectType = eSoundDest_Gui);
void SetSilent(bool abX) { mbSilent = abX; }
bool GetSilent() { return mbSilent; }
bool Stop(const tString &asName);
bool StopAllExcept(const tString &asName);
void StopAll(tFlag mTypes);
void PauseAll(tFlag mTypes);
void ResumeAll(tFlag mTypes);
bool IsPlaying(const tString &asName);
bool IsValid(iSoundChannel *apChannel);
bool IsValidId(iSoundChannel *apChannel, int alId);
void Update(float afTimeStep);
void SetSpeed(float afSpeed, float afRate, tFlag mTypes);
void SetVolume(float afVolume, float afRate, tFlag mTypes);
float GetVolume() { return mfVolume; }
void SetWorld3D(cWorld3D *apWorld3D);
cSoundEntry *GetEntryFromSound(iSoundChannel *apSound);
iSoundChannel *CreateChannel(const tString &asName, int alPriority);
tSoundEntryList *GetWorldEntryList();
tSoundEntryList *GetGuiEntryList();
private:
iLowLevelSound *mpLowLevelSound;
cResources *mpResources;
tSoundEntryList mlstGuiSounds;
tSoundEntryList mlstWorldSounds;
bool mbSilent;
float mfSpeed;
float mfNewSpeed;
float mfSpeedRate;
tFlag mAffectedBySpeed;
float mfVolume;
float mfNewVolume;
float mfVolumeRate;
tFlag mAffectedByVolume;
cWorld3D *mpWorld3D;
cSoundRayCallback mSoundRayCallback;
tPlayedSoundNumMap m_mapPlayedSound;
cSoundEntry *GetEntry(const tString &asName);
bool UpdateEntry(cSoundEntry *apEntry, float afTimeStep, tFlag aTypes);
void UpdateDistanceVolume3D(cSoundEntry *apEntry, float afTimeStep, bool abFade, tFlag aTypes);
int mlCount;
int mlIdCount;
};
} // namespace hpl
#endif // HPL_SOUNDHANDLER_H