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authorThomas Fach-Pedersen2015-02-06 15:31:43 +0100
committerEugene Sandulenko2016-09-29 22:33:37 +0200
commit74a8b530f196233b287c9775e9c80774c4811058 (patch)
tree8f18bad0598332da0c39528315dfb6866422f4f2 /engines/bladerunner/ambient_sounds.h
parentc8f5ded6d94863e3c1deb58961e543703bc934f8 (diff)
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BLADERUNNER: Add support for ambient sounds, game flags and variables, and use VQA z-buffer when rendering.
Diffstat (limited to 'engines/bladerunner/ambient_sounds.h')
-rw-r--r--engines/bladerunner/ambient_sounds.h120
1 files changed, 120 insertions, 0 deletions
diff --git a/engines/bladerunner/ambient_sounds.h b/engines/bladerunner/ambient_sounds.h
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+/* 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 2
+ * 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, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef BLADERUNNER_AMBIENT_SOUNDS_H
+#define BLADERUNNER_AMBIENT_SOUNDS_H
+
+#include "audio/audiostream.h"
+
+namespace BladeRunner {
+
+class BladeRunnerEngine;
+
+class AmbientSounds {
+ BladeRunnerEngine *_vm;
+
+ struct NonLoopingSound {
+ bool isActive;
+ char name[13];
+ int32 hash;
+ int32 audio_player_track;
+ int32 time1;
+ int32 time2;
+ uint32 nextPlayTime;
+ int32 volume1;
+ int32 volume2;
+ int32 volume;
+ int32 pan1begin;
+ int32 pan1end;
+ int32 pan2begin;
+ int32 pan2end;
+ int32 priority;
+ };
+
+ struct LoopingSound {
+ bool isActive;
+ char name[13];
+ int32 hash;
+ int32 volume;
+ };
+
+ NonLoopingSound *_nonLoopingSounds;
+ LoopingSound *_loopingSounds;
+ int _ambientVolume;
+
+public:
+ AmbientSounds(BladeRunnerEngine *vm);
+ ~AmbientSounds();
+
+ void addSound(
+ int id,
+ int timeRangeBegin, int timeRangeEnd,
+ int volumeRangeBegin, int volumeRangeEnd,
+ int pan1begin, int pan1end,
+ int pan2begin, int pan2end,
+ int priority, int unk3
+ );
+ // removeSound
+ // addSpeechSound
+ // removeSpeechSound
+ // playSound
+ // playSpeech
+ // removeAllNonLoopingSounds
+
+ // addLoopingSound
+ void addLoopingSound(int sfx_id, int volume, int unk, int fadeInTime);
+ // adjustLoopingSound
+ // removeLoopingSound
+ // removeAllLoopingSounds
+
+ void tick();
+
+ // setVolume
+ // getVolume
+
+private:
+ int findAvailableNonLoopingTrack();
+ int findNonLoopingTrackByHash(int32 hash);
+
+ int findAvailableLoopingTrack();
+ int findLoopingTrackByHash(int32 hash);
+
+ // stopNonLoopingTrack
+ // stopLoopingTrack
+
+ // saveToSaveGame
+ // initFromSaveGame
+ // addSoundByName
+ // playVolumeAdjustSound
+
+ void addSoundByName(
+ const char *name,
+ int timeRangeBegin, int timeRangeEnd,
+ int volumeRangeBegin, int volumeRangeEnd,
+ int unk1RangeBegin, int unk1RangeEnd,
+ int unk2RangeBegin, int unk2RangeEnd,
+ int priority, int unk3);
+};
+
+} // End of namespace BladeRunner
+
+#endif