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authorTorbjörn Andersson2003-09-27 17:00:15 +0000
committerTorbjörn Andersson2003-09-27 17:00:15 +0000
commit54a2470c9f769418dbbbc82aa40ee62f4728720b (patch)
tree8f49e69bce7c0819ed1eb2d069b640e10b634425 /sword2
parent49d2a22b428864ccf2298b67841d4cb3cf33b659 (diff)
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Began unifying the function documentation in driver96.h with the one in the
individual files, into what I hope are doxygen ones. svn-id: r10431
Diffstat (limited to 'sword2')
-rw-r--r--sword2/driver/d_sound.cpp307
-rw-r--r--sword2/driver/driver96.h234
2 files changed, 168 insertions, 373 deletions
diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp
index e4020b370b..1afb5ce309 100644
--- a/sword2/driver/d_sound.cpp
+++ b/sword2/driver/d_sound.cpp
@@ -17,140 +17,6 @@
* $Header$
*/
-//=============================================================================
-//
-// Filename : d_sound.c
-// Created : 3rd December 1996
-// By : P.R.Porter
-//
-// Summary : This module holds the driver interface to direct sound.
-//
-// Functions
-// ---------
-//
-// --------------------------------------------------------------------------
-//
-// int32 PlayCompSpeech(const char *filename, uint32 id, uint8 vol, int8 pan)
-//
-// This function loads, decompresses and plays the wav 'id' from the cluster
-// 'filename'. An error occurs if speech is already playing, or directSound
-// comes accross problems. 'volume' can be from 0 to 16. 'pan' can be from
-// -16 (full left) to 16 (full right).
-// id is the text line id used to reference the speech within the speech
-// cluster.
-//
-// --------------------------------------------------------------------------
-//
-// int32 StopSpeechSword2(void)
-//
-// Stops the speech from playing.
-//
-// --------------------------------------------------------------------------
-//
-// int32 GetSpeechStatus(void)
-//
-// Returns either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
-//
-// --------------------------------------------------------------------------
-//
-// int32 AmISpeaking(void)
-//
-// Returns either RDSE_QUIET or RDSE_SPEAKING
-//
-// --------------------------------------------------------------------------
-//
-// int32 PauseSpeech(void)
-//
-// Stops the speech dead in it's tracks.
-//
-// --------------------------------------------------------------------------
-//
-// int32 UnpauseSpeech(void)
-//
-// Re-starts the speech from where it was stopped.
-//
-// --------------------------------------------------------------------------
-//
-// int32 OpenFx(int32 id, uint8 *data)
-//
-// This function opens a sound effect ready for playing. A unique id should
-// be passed in so that each effect can be referenced individually.
-//
-// WARNING: Zero is not a valid ID.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type)
-//
-// This function plays a sound effect. If the effect has already been opened
-// then *data should be NULL, and the sound effect will simply be obtained
-// from the id passed in. If the effect has not been opened, then the wav
-// data should be passed in data. The sound effect will be closed when it
-// has finished playing.
-//
-// The volume can be between 0 (minimum) and 16 (maximum). The pan defines
-// the left/right balance of the sample. -16 is full left, and 16 is full
-// right with 0 in the middle. The sample type can be either RDSE_FXSPOT, or
-// RDSE_FXLOOP.
-//
-// WARNING: Zero is not a valid ID
-//
-// --------------------------------------------------------------------------
-//
-// int32 CloseFx(int32 id)
-//
-// This function closes a sound effect which has been previously opened for
-// playing. Sound effects must be closed when they are finished with,
-// otherwise you will run out of sound effect buffers.
-//
-// --------------------------------------------------------------------------
-//
-// int32 ClearAllFx(void)
-//
-// This function clears all of the sound effects which are currently open or
-// playing, irrespective of type.
-//
-// --------------------------------------------------------------------------
-//
-// int32 StreamCompMusic(uint8 *filename, uint32 id, int32 loopFlag)
-//
-// Streams music 'id' from the cluster file 'filename'. The loopFlag should
-// be set to RDSE_FXLOOP if the music is to loop back to the start.
-// Otherwise, it should be RDSE_FXSPOT.
-// The return value must be checked for any problems.
-//
-// --------------------------------------------------------------------------
-//
-// void StopMusic(void)
-//
-// Fades out and stops the music.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PauseMusic(void)
-//
-// Stops the music dead in it's tracks.
-//
-// --------------------------------------------------------------------------
-//
-// int32 UnpauseMusic(void)
-//
-// Re-starts the music from where it was stopped.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 MusicTimeRemaining(void)
-//
-// Returns the time left for the current tune.
-//
-// ----------------------------------------------------------------------------
-//
-// int32 ReverseStereo(void)
-//
-// This function reverse the pan table, thus reversing the stereo.
-//
-//=============================================================================
-
// FIXME: One feature still missing is the original's DipMusic() function
// which, as far as I can understand, softened the music volume when someone
// was speaking, but only if the music was playing loudly at the time.
@@ -296,6 +162,10 @@ Sword2Sound::~Sword2Sound() {
// FIXME: We could probably use the FLAG_REVERSE_STEREO mixer flag here.
+/**
+ * This function reverses the pan table, thus reversing the stereo.
+ */
+
int32 Sword2Sound::ReverseStereo(void) {
int i, j;
@@ -369,14 +239,12 @@ void Sword2Sound::restoreMusicState() {
// --------------------------------------------------------------------------
int32 Sword2Sound::GetFxIndex(int32 id) {
- int32 i;
-
- for (i = 0; i < MAXFX; i++) {
+ for (int i = 0; i < MAXFX; i++) {
if (fx[i]._id == id)
- break;
+ return i;
}
- return i;
+ return MAXFX;
}
int32 Sword2Sound::IsFxOpen(int32 id) {
@@ -444,6 +312,10 @@ void Sword2Sound::FxServer(int16 *data, uint len) {
#endif
}
+/**
+ * Returns either RDSE_QUIET or RDSE_SPEAKING
+ */
+
int32 Sword2Sound::AmISpeaking() {
if (!speechMuted && !speechPaused && soundHandleSpeech != 0)
return RDSE_SPEAKING;
@@ -451,6 +323,15 @@ int32 Sword2Sound::AmISpeaking() {
return RDSE_QUIET;
}
+/**
+ * This function loads and decompresses a list of speech from a cluster, but
+ * does not play it. This is primarily used by PlayCompSpeech(), but also to
+ * store the voice-overs for the animated cutscenes until they are played.
+ * @param filename the file name of the speech cluster file
+ * @param speechid the text line id used to reference the speech
+ * @param buf a pointer to the buffer that will be allocated for the sound
+ */
+
uint32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf) {
uint32 i;
uint8 *data8;
@@ -532,6 +413,15 @@ uint32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, ui
return bufferSize;
}
+/**
+ * This function loads, decompresses and plays a line of speech. An error
+ * occurs if speech is already playing.
+ * @param filename the name of the speech cluster file
+ * @param speechid the text line id used to reference the speech
+ * @param vol volume, 0 (minimum) to 16 (maximum)
+ * @param pan panning, -16 (full left) to 16 (full right)
+ */
+
int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) {
uint16 *data16;
uint32 bufferSize;
@@ -567,6 +457,10 @@ int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 v
return RD_OK;
}
+/**
+ * Stops the speech from playing.
+ */
+
int32 Sword2Sound::StopSpeechSword2(void) {
if (!soundOn)
return RD_OK;
@@ -579,6 +473,10 @@ int32 Sword2Sound::StopSpeechSword2(void) {
return RDERR_SPEECHNOTPLAYING;
}
+/**
+ * @return Either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
+ */
+
int32 Sword2Sound::GetSpeechStatus(void) {
if (!soundOn || !speechStatus)
return RDSE_SAMPLEFINISHED;
@@ -593,6 +491,11 @@ int32 Sword2Sound::GetSpeechStatus(void) {
return RDSE_SAMPLEPLAYING;
}
+/**
+ * Set the volume of any future as well as playing speech samples.
+ * @param volume volume, from 0 (silent) to 14 (max)
+ */
+
void Sword2Sound::SetSpeechVolume(uint8 volume) {
speechVol = volume;
if (soundHandleSpeech != 0 && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
@@ -600,10 +503,20 @@ void Sword2Sound::SetSpeechVolume(uint8 volume) {
}
}
+/**
+ * @return the volume setting for speech
+ */
+
uint8 Sword2Sound::GetSpeechVolume() {
return speechVol;
}
+/**
+ * Mutes/Unmutes the speech.
+ * @param mute If mute is 0, restore the volume to the last set master level.
+ * Otherwise the speech is muted (volume 0).
+ */
+
void Sword2Sound::MuteSpeech(uint8 mute) {
speechMuted = mute;
@@ -614,10 +527,18 @@ void Sword2Sound::MuteSpeech(uint8 mute) {
}
}
+/**
+ * @return the speech's mute state, 1 if mute, 0 if not mute
+ */
+
uint8 Sword2Sound::IsSpeechMute(void) {
return speechMuted;
}
+/**
+ * Stops the speech dead in its tracks.
+ */
+
int32 Sword2Sound::PauseSpeech(void) {
if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
speechPaused = 1;
@@ -626,6 +547,10 @@ int32 Sword2Sound::PauseSpeech(void) {
return RD_OK;
}
+/**
+ * Restarts the speech from where it was stopped.
+ */
+
int32 Sword2Sound::UnpauseSpeech(void) {
if (speechPaused) {
speechPaused = 0;
@@ -634,6 +559,14 @@ int32 Sword2Sound::UnpauseSpeech(void) {
return RD_OK;
}
+/**
+ * This function opens a sound effect ready for playing. A unique id should be
+ * passed in so that each effect can be referenced individually.
+ * @param id the unique sound id
+ * @data the WAV data
+ * @warning Zero is not a valid id
+ */
+
int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
int32 i, fxi;
uint32 *data32 = NULL;
@@ -723,6 +656,20 @@ int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
return RD_OK;
}
+/**
+ * This function plays a sound effect. If the effect has already been opened
+ * then 'data' should be NULL, and the sound effect will simply be obtained
+ * from the id passed in. If the effect has not been opened, then the WAV data
+ * should be passed in 'data'. The sound effect will be closed when it has
+ * finished playing.
+ * @param id the sound id
+ * @param data either NULL or the WAV data
+ * @param vol volume, 0 (minimum) to 16 (maximum)
+ * @param pan panning, -16 (full left) to 16 (full right)
+ * @param type either RDSE_FXSPOT or RDSE_FXLOOP
+ * @warning Zero is not a valid id
+ */
+
int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) {
int32 i, loop;
uint32 hr;
@@ -814,6 +761,13 @@ int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type
return RD_OK;
}
+/**
+ * Sets the volume and pan of the sample which is currently playing
+ * @param id the id of the sample
+ * @param vol volume
+ * @param pan panning
+ */
+
int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) {
int32 i = GetFxIndex(id);
if (i == MAXFX)
@@ -840,6 +794,11 @@ int32 Sword2Sound::SetFxIdVolume(int32 id, uint8 vol) {
return RD_OK;
}
+/**
+ * This function clears all of the sound effects which are currently open or
+ * playing, irrespective of type.
+ */
+
int32 Sword2Sound::ClearAllFx(void) {
if (!soundOn)
return(RD_OK);
@@ -861,6 +820,13 @@ int32 Sword2Sound::ClearAllFx(void) {
return RD_OK;
}
+/**
+ * This function closes a sound effect which has been previously opened for
+ * playing. Sound effects must be closed when they are finished with, otherwise
+ * you will run out of sound effect buffers.
+ * @param id the id of the sound to close
+ */
+
int32 Sword2Sound::CloseFx(int32 id) {
int i;
@@ -927,10 +893,20 @@ int32 Sword2Sound::UnpauseFx(void) {
return RD_OK;
}
+/**
+ * @return the master volume setting for sound effects
+ */
+
uint8 Sword2Sound::GetFxVolume() {
return fxVol;
}
+/**
+ * Set the master volume of all sound effects. The effects still have their
+ * own volume setting as well as the master volume.
+ * @param volume volume, from 0 (silent) to 14 (max)
+ */
+
void Sword2Sound::SetFxVolume(uint8 volume) {
fxVol = volume;
@@ -941,6 +917,12 @@ void Sword2Sound::SetFxVolume(uint8 volume) {
}
}
+/**
+ * Mutes/Unmutes the sound effects.
+ * @param mute If mute is 0, restore the volume to the last set master level.
+ * Otherwise the sound effects are muted (volume 0).
+ */
+
void Sword2Sound::MuteFx(uint8 mute) {
fxMuted = mute;
@@ -954,10 +936,22 @@ void Sword2Sound::MuteFx(uint8 mute) {
}
}
+/**
+ * @return the sound effects's mute state, 1 if mute, 0 if not mute
+ */
+
uint8 Sword2Sound::IsFxMute(void) {
return fxMuted;
}
+/**
+ * Streams music from a cluster file.
+ * @param filename the file name of the music cluster file
+ * @param musicId the id of the music to stream
+ * @param looping true if the music is to loop back to the start
+ * @return RD_OK or an error code
+ */
+
int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, bool looping) {
StackLock lock(_mutex);
return StreamCompMusicFromLock(filename, musicId, looping);
@@ -1120,6 +1114,10 @@ int32 Sword2Sound::DipMusic() {
*/
}
+/**
+ * @return the time left for the current music, in seconds.
+ */
+
int32 Sword2Sound::MusicTimeRemaining() {
StackLock lock(_mutex);
@@ -1131,6 +1129,10 @@ int32 Sword2Sound::MusicTimeRemaining() {
return 0;
}
+/**
+ * Fades out and stops the music.
+ */
+
void Sword2Sound::StopMusic(void) {
StackLock lock(_mutex);
@@ -1142,6 +1144,10 @@ void Sword2Sound::StopMusic(void) {
}
}
+/**
+ * Stops the music dead in its tracks.
+ */
+
int32 Sword2Sound::PauseMusic(void) {
StackLock lock(_mutex);
@@ -1157,6 +1163,10 @@ int32 Sword2Sound::PauseMusic(void) {
return RD_OK;
}
+/**
+ * Restarts the music from where it was stopped.
+ */
+
int32 Sword2Sound::UnpauseMusic(void) {
StackLock lock(_mutex);
@@ -1167,18 +1177,37 @@ int32 Sword2Sound::UnpauseMusic(void) {
return RD_OK;
}
+/**
+ * Set the volume of any future as well as playing music.
+ * @param volume volume, from 0 (silent) to 16 (max)
+ */
+
void Sword2Sound::SetMusicVolume(uint8 volume) {
musicVol = volume;
}
+/**
+ * @return the volume setting for music
+ */
+
uint8 Sword2Sound::GetMusicVolume() {
return musicVol;
}
+/**
+ * Mutes/Unmutes the music.
+ * @param mute If mute is 0, restore the volume to the last set master level.
+ * Otherwise the music is muted (volume 0).
+ */
+
void Sword2Sound::MuteMusic(uint8 mute) {
musicMuted = mute;
}
+/**
+ * @return the music's mute state, 1 if mute, 0 if not mute
+ */
+
uint8 Sword2Sound::IsMusicMute(void) {
return musicMuted;
}
diff --git a/sword2/driver/driver96.h b/sword2/driver/driver96.h
index 0dfc98636a..df32ec50d7 100644
--- a/sword2/driver/driver96.h
+++ b/sword2/driver/driver96.h
@@ -451,240 +451,6 @@
// This function returns the status of the menu passed in menu. Return values
// are RDMENU_OPENING, RDMENU_CLOSING, RDMENU_HIDDEN and RDMENU_SHOWN.
//
-//
-//
-// --------------------------------------------------------------------------
-// --------------------------- d_sound.c ------------------------------------
-// --------------------------------------------------------------------------
-//
-// int32 PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *wave)
-//
-// This function loads and decompresses speech sample 'speechid' from the
-// cluster 'filename' into 'wave'. 'wave' should contain the address of
-// preallocated memory large enough for speech to fit into
-// (see GetCompSpeechSize).
-//
-// --------------------------------------------------------------------------
-//
-// int32 GetCompSpeechSize(const char *filename, uint32 speechid);
-//
-// This function returns the size that speech sample 'speechid' from cluster
-// 'filename' will be after it has been decompressed and had a wav header
-// added. Returns 0 for any error.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PlayCompSpeech(const char *filename, uint32 id, uint8 vol, int8 pan)
-//
-// This function loads, decompresses and plays the wav 'id' from the cluster
-// 'filename'. An error occurs if speech is already playing, or directSound
-// comes accross problems. 'volume' can be from 0 to 16. 'pan' can be from
-// -16 (full left) to 16 (full right).
-// id is the text line id used to reference the speech within the speech
-// cluster.
-//
-// --------------------------------------------------------------------------
-//
-// int32 StopSpeechSword2(void)
-//
-// Stops the speech from playing.
-//
-// --------------------------------------------------------------------------
-//
-// int32 GetSpeechStatus(void)
-//
-// Returns either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
-//
-// --------------------------------------------------------------------------
-//
-// int32 AmISpeaking(void)
-//
-// Returns either RDSE_QUIET or RDSE_SPEAKING
-//
-// --------------------------------------------------------------------------
-//
-// int32 PauseSpeech(void)
-//
-// Stops the speech dead in it's tracks.
-//
-// --------------------------------------------------------------------------
-//
-// int32 UnpauseSpeech(void)
-//
-// Re-starts the speech from where it was stopped.
-//
-// --------------------------------------------------------------------------
-//
-// int32 OpenFx(int32 id, uint8 *data)
-//
-// This function opens a sound effect ready for playing. A unique id should
-// be passed in so that each effect can be referenced individually.
-//
-// WARNING: Zero is not a valid ID.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type)
-//
-// This function plays a sound effect. If the effect has already been opened
-// then *data should be NULL, and the sound effect will simply be obtained
-// from the id passed in. If the effect has not been opened, then the wav
-// data should be passed in data. The sound effect will be closed when it
-// has finished playing.
-// volume can be from 0 to 16.
-// pan can be from -16 (full left) to 16 (full right).
-// type is either RDSE_FXSPOT or RDSE_FXLOOP
-//
-// WARNING: Zero is not a valid ID
-//
-// --------------------------------------------------------------------------
-//
-// int32 CloseFx(int32 id)
-//
-// This function closes a sound effect which has been previously opened for
-// playing. Sound effects must be closed when they are finished with,
-// otherwise you will run out of sound effect buffers.
-//
-// --------------------------------------------------------------------------
-//
-// int32 ClearAllFx(void)
-//
-// This function clears all of the sound effects which are currently open or
-// playing, irrespective of type.
-//
-// --------------------------------------------------------------------------
-//
-// int32 StreamMusic(uint8 *filename, int32 loopFlag)
-//
-// Streams music from the file defined by filename. The loopFlag should
-// be set to RDSE_FXLOOP if the music is to loop back to the start.
-// Otherwise, it should be RDSE_FXSPOT.
-// The return value must be checked for any problems.
-//
-// --------------------------------------------------------------------------
-//
-// int32 StreamCompMusic(uint8 *filename, uint32 id, int32 loopFlag)
-//
-// Streams music 'id' from the cluster file 'filename'. The loopFlag should
-// be set to RDSE_FXLOOP if the music is to loop back to the start.
-// Otherwise, it should be RDSE_FXSPOT.
-// The return value must be checked for any problems.
-//
-// StreamCompMusic should not be used inconjunction with StreamMusic.
-//
-// --------------------------------------------------------------------------
-//
-// void StopMusic(void)
-//
-// Fades out and stops the music.
-//
-// --------------------------------------------------------------------------
-//
-// int32 PauseMusic(void)
-//
-// Stops the music dead in it's tracks.
-//
-// --------------------------------------------------------------------------
-//
-// int32 UnpauseMusic(void)
-//
-// Re-starts the music from where it was stopped.
-//
-// ---------------------------------------------------------------------------
-//
-// void SetMusicVolume(uint8 vol)
-//
-// Set the volume of any future as well as playing (but not fading) music to
-// vol. vol is in the range of 0 to 16 with 0 being silent.
-//
-// ---------------------------------------------------------------------------
-//
-// uint8 GetMusicVolume(void)
-//
-// Returns the volume setting for music.
-//
-// ---------------------------------------------------------------------------
-//
-// void SetFxVolume(uint8 vol)
-//
-// Set the master volume of all fx' to vol. The fx' still have there own
-// volume setting as well as the master volume. vol is in the range 0 to 14
-// with 0 being silent.
-//
-// ---------------------------------------------------------------------------
-//
-// uint8 GetFxVolume(void)
-//
-// Returns the master volume setting for fx'.
-//
-// ---------------------------------------------------------------------------
-//
-// void SetSpeechVolume(uint8 vol)
-//
-// Set the volume of any future as well as playing speech samples to vol.
-// vol is in the range of 0 to 14 with 0 being silent.
-//
-// ---------------------------------------------------------------------------
-//
-// uint8 GetSpeechVolume(void)
-//
-// Returns the volume setting for speech.
-//
-// ---------------------------------------------------------------------------
-//
-// void MuteMusic(uint8 mute)
-//
-// If mute is 0, the music volume is restored to the last set master level.
-// otherwise the music is muted (volume 0).
-//
-// ---------------------------------------------------------------------------
-//
-// void MuteFx(uint8 mute)
-//
-// See MuteMusic(uint8).
-//
-// ---------------------------------------------------------------------------
-//
-// void MuteSpeech(uint8 mute)
-//
-// See MuteMusic(uint8).
-//
-// ---------------------------------------------------------------------------
-//
-// uint8 IsMusicMute(void)
-//
-// Returns the music's mute state, 1 if mute, 0 if not mute.
-//
-// ---------------------------------------------------------------------------
-//
-// uint8 IsFxMute(void)
-//
-// See IsMusicMute().
-//
-// ---------------------------------------------------------------------------
-//
-// uint8 IsMusicMute(void)
-//
-// See IsMusicMute().
-//
-// ---------------------------------------------------------------------------
-//
-// int32 MusicTimeRemaining(void)
-//
-// Returns the time left for the current tune.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 ReverseStereo(void)
-//
-// Returns the time left for the current tune.
-//
-// ---------------------------------------------------------------------------
-//
-// int32 SetFxVolumePan(int32 id, uint8 vol, uint8 pan)
-//
-// Sets the volume and pan of the sample which is currently playing (id)
-//
//=============================================================================
#ifndef DRIVER96_H