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author | Robert Göffringmann | 2003-12-16 02:10:15 +0000 |
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committer | Robert Göffringmann | 2003-12-16 02:10:15 +0000 |
commit | 189e08bc7985fc5664e7ab95195bbade07488f48 (patch) | |
tree | f12049da0a8e600bcdd425e4c314c50b5c9922f7 /sword1/sound.h | |
parent | c3a9b2df6789055325b7fea6dd591cea1d419682 (diff) | |
download | scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.tar.gz scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.tar.bz2 scummvm-rg350-189e08bc7985fc5664e7ab95195bbade07488f48.zip |
Broken Sword 1: initial import
svn-id: r11664
Diffstat (limited to 'sword1/sound.h')
-rw-r--r-- | sword1/sound.h | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/sword1/sound.h b/sword1/sound.h new file mode 100644 index 0000000000..4d17863021 --- /dev/null +++ b/sword1/sound.h @@ -0,0 +1,99 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2003 The ScummVM project + * + * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * $Header$ + * + */ + +#ifndef BSSOUND_H +#define BSSOUND_H + +#include "object.h" +#include "sworddefs.h" +#include "common/file.h" +#include "sound/mixer.h" +#include "common/util.h" + +#define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c) +#define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list +#define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together + +#define FX_SPOT 1 +#define FX_LOOP 2 +#define FX_RANDOM 3 + +struct QueueElement { + uint32 id, delay; + PlayingSoundHandle handle; + uint16 *data; // FIXME: This is a hack, because our mixer only supports Big endian data (currently) +}; + +struct RoomVol { + int32 roomNo, leftVol, rightVol; +}; + +struct FxDef { + uint32 sampleId, type, delay; + RoomVol roomVolList[MAX_ROOMS_PER_FX]; +}; + +class SoundMixer; +class ResMan; + +class SwordSound { +public: + SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan); + ~SwordSound(void); + void startFxForScreen(uint16 screen); + + bool startSpeech(uint16 roomNo, uint16 localNo); // this should work more or less. + // Maybe we'll need a delay of 3 gameCycles. + bool speechFinished(void); + void stopSpeech(); + bool amISpeaking(void); // this is supposed to return if the sounddata is near the ending or very silent... + + void fnStopFx(int32 fxNo); + void clearAllFx(void); + int addToQueue(int32 fxNo); + //void removeFromQueue(int32 fxNo); + // ^= part of fnPlayFx + + void engine(void); + +private: + void playSample(QueueElement elem); + void initCowSystem(void); + void closeCowSysten(void); + uint32 uncompressedSize(uint8 *data); + uint32 expandSpeech(void *src, void *dest, uint32 srcSize); + File _cowFile; + uint32 *_cowHeader; + uint32 _cowHeaderSize; + PlayingSoundHandle _speechHandle, _fxHandle; + Common::RandomSource _rnd; + + QueueElement _fxQueue[MAX_FXQ_LENGTH]; + uint8 _endOfQueue; + SoundMixer *_mixer; + ResMan *_resMan; + char _filePath[100]; + static const char _musicList[270]; + static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM]; + static const FxDef _fxList[312]; +}; + +#endif //BSSOUND_H |