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authorPaul Gilbert2012-04-30 09:27:12 +1000
committerPaul Gilbert2012-04-30 09:27:12 +1000
commitb0eef829728183b7ea170b30a33eca091bcc4574 (patch)
tree77ca85abb4c08a94dbadad68f0a79cf1cb7af60f /engines/tony/sound.h
parent118f5ca0102144b5c282f012def6c96c69052bc1 (diff)
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TONY: Added include files for graphics engine and all dependent classes
Diffstat (limited to 'engines/tony/sound.h')
-rw-r--r--engines/tony/sound.h254
1 files changed, 254 insertions, 0 deletions
diff --git a/engines/tony/sound.h b/engines/tony/sound.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.
+ *
+ */
+/**************************************************************************
+ * ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
+ * Nayma Software srl *
+ * e -= We create much MORE than ALL =- *
+ * u- z$$$c '. ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
+ * .d" d$$$$$b "b. *
+ * .z$* d$$$$$$$L ^*$c. *
+ * #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
+ * ^*$b 4$$$$$$$$$F .d$*" *
+ * ^$$. 4$$$$$$$$$F .$P" Module: Sound.CPP............ *
+ * *$. '$$$$$$$$$ 4$P 4 *
+ * J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
+ * z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
+ * z$" "" #$F^ "" '$c *
+ * z$$beu .ue=" $ "=e.. .zed$$c *
+ * "#$e z$*" . `. ^*Nc e$"" *
+ * "$$". .r" ^4. .^$$" *
+ * ^.@*"6L=\ebu^+C$"*b." *
+ * "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
+ * ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
+ * " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
+ * *
+ * This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
+ * *
+ **************************************************************************/
+
+#ifndef TONY_SOUND_H
+#define TONY_SOUND_H
+
+#include "tony/gfxcore.h"
+#include "tony/loc.h"
+#include "tony/utils.h"
+
+namespace Tony {
+
+class FPSFX;
+
+enum CODECS {
+ FPCODEC_RAW,
+ FPCODEC_ADPCM,
+ FPCODEC_WAV
+};
+
+class FPSFX {
+
+/****************************************************************************\
+* Attributi
+\****************************************************************************/
+
+private:
+/*
+ HWND hwnd;
+ LPDIRECTSOUND lpDS;
+ LPDIRECTSOUNDBUFFER lpDSBuffer; // Buffer DirectSound
+*/
+ bool bSoundSupported; // TRUE se il suono e' attivo
+ bool bFileLoaded; // TRUE se e' stato aperto un file
+ bool bLoop; // TRUE se bisogna loopare l'effetto sonoro
+ bool bPaused;
+ int lastVolume;
+
+ bool bStereo; // TRUE se è stereo
+ bool b16bit; // TRUE se è 16 bit
+ uint32 dwFreq; // Frequenza originale di campionamento
+
+// CODEC* lpCodec; // CODEC da utilizzare.
+ bool bIsPlaying; // TRUE se si sta playando l'effetto sonoro
+
+ bool bIsVoice;
+
+// LPDIRECTSOUNDNOTIFY lpDSNotify; // Notify degli hotspot nel buffer
+// DSBPOSITIONNOTIFY dspnHot[2];
+
+public:
+// HANDLE hEndOfBuffer;
+
+private:
+
+
+/****************************************************************************\
+* Metodi
+\****************************************************************************/
+
+public:
+
+/****************************************************************************\
+*
+* Function: FPSFX(LPDIRECTSOUND lpDS, bool bSoundOn);
+*
+* Description: Costruttore di default. *NON* bisogna dichiarare direttamente
+* un oggetto, ma crearlo piuttosto tramite FPSOUND::CreateSfx()
+*
+\****************************************************************************/
+
+ FPSFX(void * /*LPDIRECTSOUND */lpDS, uint32 /*HWND*/ hwnd, bool bSoundOn);
+
+
+/****************************************************************************\
+*
+* Function: ~FPSFX();
+*
+* Description: Distruttore di default. Si preoccupa anche di fermare il sound
+* effect eventualmente in esecuzione, e disallocare la memoria
+* da esso occupata.
+*
+\****************************************************************************/
+
+ ~FPSFX();
+
+
+/****************************************************************************\
+*
+* Function: Release();
+*
+* Description: Rilascia la memoria dell'oggetto. Deve essere richiamata quando
+* l'oggetto non serve piu' e **SOLO SE** l'oggetto e' stato
+* creato con la FPSOUND::CreateStream().
+*
+* Note: Eventuali puntatori all'oggetto non sono piu' validi dopo
+* questa chiamata.
+*
+\****************************************************************************/
+
+ void Release();
+
+
+/****************************************************************************\
+*
+* Function: bool LoadFile(char *lpszFileName, uint32 dwCodec=FPCODEC_RAW);
+*
+* Description: Apre un file di effetto sonoro e lo carica.
+*
+* Input: char *lpszFile Nome del file di sfx da aprire
+* uint32 dwCodec CODEC da utilizzare per decomprimere
+* i campioni sonori
+*
+* Return: TRUE se tutto OK, FALSE in caso di errore
+*
+\****************************************************************************/
+
+ bool LoadFile(char *lpszFileName, uint32 dwCodec = FPCODEC_RAW);
+ bool LoadFile(byte *lpBuf, uint32 dwCodec);
+ bool LoadVoiceFromVDB(HANDLE hvdb);
+
+
+/****************************************************************************\
+*
+* Function: bool Play();
+*
+* Description: Suona lo sfx caricato.
+*
+* Return: TRUE se tutto OK, FALSE in caso di errore.
+*
+\****************************************************************************/
+
+ bool Play();
+
+
+/****************************************************************************\
+*
+* Function: bool Stop();
+*
+* Description: Ferma il play dello sfx.
+*
+* Return: TRUE se tutto OK, FALSE in caso di errore.
+*
+\****************************************************************************/
+
+ bool Stop();
+
+
+/****************************************************************************\
+*
+* Function: void Pause(bool bPause);
+*
+* Description: Pause dell'effetto sonoro
+*
+\****************************************************************************/
+
+ void Pause(bool bPause);
+
+
+/****************************************************************************\
+*
+* Function: bool SetLoop(bool bLoop);
+*
+* Description: Attiva o disattiva il loop dello sfx.
+*
+* Input: bool bLoop TRUE per attivare il loop, FALSE per
+* disattivarlo
+*
+* Note: Il loop deve essere attivato PRIMA di eseguire il play
+* dello sfx. Qualsiasi modifica effettuata durante il play
+* non avra' effetto fino a che lo sfx non viene fermato,
+* e poi rimesso in play.
+*
+\****************************************************************************/
+
+ void SetLoop(bool bLoop);
+
+
+
+/****************************************************************************\
+*
+* Function: void SetVolume(int dwVolume);
+*
+* Description: Cambia il volume dello sfx
+*
+* Input: int dwVolume Volume da settare (0-63)
+*
+\****************************************************************************/
+
+ void SetVolume(int dwVolume);
+
+
+
+/****************************************************************************\
+*
+* Function: void GetVolume(int * lpdwVolume);
+*
+* Description: Chiede il volume dello sfx
+*
+* Input: int * lpdwVolume Variabile in cui verra' inserito
+* il volume corrente
+*
+\****************************************************************************/
+
+ void GetVolume(int * lpdwVolume);
+};
+
+} // End of namespace Tony
+
+#endif