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author | Torbjörn Andersson | 2003-09-27 17:00:15 +0000 |
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committer | Torbjörn Andersson | 2003-09-27 17:00:15 +0000 |
commit | 54a2470c9f769418dbbbc82aa40ee62f4728720b (patch) | |
tree | 8f49e69bce7c0819ed1eb2d069b640e10b634425 /sword2 | |
parent | 49d2a22b428864ccf2298b67841d4cb3cf33b659 (diff) | |
download | scummvm-rg350-54a2470c9f769418dbbbc82aa40ee62f4728720b.tar.gz scummvm-rg350-54a2470c9f769418dbbbc82aa40ee62f4728720b.tar.bz2 scummvm-rg350-54a2470c9f769418dbbbc82aa40ee62f4728720b.zip |
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.cpp | 307 | ||||
-rw-r--r-- | sword2/driver/driver96.h | 234 |
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 |