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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 ACCESS_SOUND_H
+#define ACCESS_SOUND_H
+
+#include "common/scummsys.h"
+#include "audio/audiostream.h"
+#include "audio/mixer.h"
+#include "access/files.h"
+#include "audio/midiplayer.h"
+#include "audio/midiparser.h"
+
+#define MAX_SOUNDS 20
+
+namespace Access {
+
+class AccessEngine;
+
+struct SoundEntry {
+ Resource *_res;
+ int _priority;
+
+ SoundEntry() { _res = nullptr; _priority = 0; }
+ SoundEntry(Resource *res, int priority) { _res = res; _priority = priority; }
+};
+
+class SoundManager {
+private:
+ AccessEngine *_vm;
+ Audio::Mixer *_mixer;
+ Audio::SoundHandle _effectsHandle;
+ Common::Array<Audio::RewindableAudioStream *> _queue;
+
+ void clearSounds();
+
+ void playSound(Resource *res, int priority);
+public:
+ Common::Array<SoundEntry> _soundTable;
+public:
+ SoundManager(AccessEngine *vm, Audio::Mixer *mixer);
+ ~SoundManager();
+
+ void loadSoundTable(int idx, int fileNum, int subfile, int priority = 1);
+
+ void playSound(int soundIndex);
+ void checkSoundQueue();
+ bool isSFXPlaying();
+
+ Resource *loadSound(int fileNum, int subfile);
+ void loadSounds(Common::Array<RoomInfo::SoundIdent> &sounds);
+
+ void stopSound();
+ void freeSounds();
+};
+
+class MusicManager : public Audio::MidiPlayer {
+private:
+ AccessEngine *_vm;
+
+ Resource *_tempMusic;
+
+ // MidiDriver_BASE interface implementation
+ virtual void send(uint32 b);
+
+public:
+ Resource *_music;
+
+public:
+ MusicManager(AccessEngine *vm);
+ ~MusicManager();
+
+ void midiPlay();
+
+ bool checkMidiDone();
+
+ void midiRepeat();
+
+ void stopSong();
+
+ void newMusic(int musicId, int mode);
+
+ void freeMusic();
+
+ void loadMusic(int fileNum, int subfile);
+ void loadMusic(FileIdent file);
+
+ void setLoop(bool loop);
+};
+} // End of namespace Access
+
+#endif /* ACCESS_SOUND_H*/