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Diffstat (limited to 'engines/hugo/sound.cpp')
-rwxr-xr-x | engines/hugo/sound.cpp | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/engines/hugo/sound.cpp b/engines/hugo/sound.cpp new file mode 100755 index 0000000000..3673bda7a6 --- /dev/null +++ b/engines/hugo/sound.cpp @@ -0,0 +1,189 @@ +/* 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. + * + * $URL$ + * $Id$ + * + */ + +/* + * This code is based on original Hugo Trilogy source code + * + * Copyright (c) 1989-1995 David P. Gray + * + */ + +/* sound.c - sound effects and music support */ + +#include "common/system.h" + +#include "sound/decoders/raw.h" +#include "sound/audiostream.h" + +#include "hugo/hugo.h" +#include "hugo/game.h" +#include "hugo/file.h" +#include "hugo/sound.h" + +namespace Hugo { + +uint16 SeqID; // Device id of (MIDI) sequencer +uint16 SeqVolID; // Low level id to set midi volume +uint16 WavID = 0; // Device id of waveaudio + +//HWAVEOUT hwav; // Handle of waveaudio +//LPWAVEHDR lphdr; // WaveOut structure ptr + +SoundHandler::SoundHandler(HugoEngine &vm) : _vm(vm) { +} + +void SoundHandler::setMusicVolume() { + /* Set the FM music volume from config.mvolume (0..100%) */ + warning("STUB: setMusicVolume()"); + + // uint32 dwVolume; + // + // if (config.music) { + // dwVolume = config.mvolume * 0xffffL / 100; // Convert % to 0..0xffff + // dwVolume |= dwVolume << 16; // Set volume in both stereo words + // midiOutSetVolume(SeqVolID, dwVolume); + // } +} + +void SoundHandler::stopSound() { + /* Stop any sound that might be playing */ + warning("STUB: stopSound()"); + + // waveOutReset(hwav); + // waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR)); +} + +void SoundHandler::stopMusic() { + /* Stop any tune that might be playing */ + warning("STUB: stopMusic()"); + //mciSendCommand(SeqID, MCI_CLOSE, MCI_WAIT, 0); +} + +void SoundHandler::toggleMusic() { +// Turn music on and off + if (_config.musicFl) + stopMusic(); + _config.musicFl = !_config.musicFl; + initSound(RESET); +} + +void SoundHandler::toggleSound() { +// Turn digitized sound on and off + _config.soundFl = !_config.soundFl; + initSound(RESET); +} + +void SoundHandler::playMIDI(sound_pt seq_p, uint16 size) { +// Write supplied midi data to a temp file for MCI interface +// If seq_p is NULL, delete temp file + + warning("STUB: playMIDI()"); +} + + +void SoundHandler::playMusic(int16 tune) { + /* Read a tune sequence from the sound database and start playing it */ + sound_pt seqPtr; // Sequence data from file + uint16 size; // Size of sequence data + + if (_config.musicFl) { + _vm.getGameStatus().song = tune; + seqPtr = _vm.file().getSound(tune, &size); + playMIDI(seqPtr, size); + } +} + + +void SoundHandler::playSound(int16 sound, stereo_t channel, byte priority) { + /* Produce various sound effects on supplied stereo channel(s) */ + /* Override currently playing sound only if lower or same priority */ + + // uint32 dwVolume; // Left, right volume of sound + sound_pt sound_p; // Sound data + uint16 size; // Size of data + static byte curPriority = 0; // Priority of currently playing sound + // + /* Sound disabled */ + if (!_config.soundFl || !_vm._mixer->isReady()) + return; + // + // // See if last wave still playing - if so, check priority + // if (waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR)) == WAVERR_STILLPLAYING) + // if (priority < curPriority) // Don't override unless priority >= current + // return; + // else + // Stop_sound(); + curPriority = priority; + // + /* Get sound data */ + if ((sound_p = _vm.file().getSound(sound, &size)) == NULL) + return; + + Audio::AudioStream *stream = Audio::makeRawStream(sound_p, size, 11025, Audio::FLAG_UNSIGNED); + _vm._mixer->playStream(Audio::Mixer::kSpeechSoundType, &_soundHandle, stream); + +} + +void SoundHandler::initSound(inst_t action) { + /* Initialize for MCI sound and midi */ + + warning("STUB: initSound()"); +} + +void SoundHandler::pauseSound(bool activeFl, int hTask) { +// Pause and restore music, sound on losing activity to hTask +// Don't stop music if we are parent of new task, i.e. WinHelp() +// or config.music_bkg is TRUE. + +//TODO: Is 'hTask' still useful ? + + static bool firstFl = true; + static bool musicFl, soundFl; + + if (firstFl) { + firstFl = false; + musicFl = _config.musicFl; + soundFl = _config.soundFl; + } + + // Kill or restore music, sound + if (activeFl) { // Remember states, reset WinHelp flag + _config.musicFl = musicFl; + _config.soundFl = soundFl; + _vm.getGameStatus().helpFl = false; + } else { // Store states and disable + musicFl = _config.musicFl; + soundFl = _config.soundFl; + + // Don't disable music during WinHelp() or config.music_bkg + if (!_vm.getGameStatus().helpFl && !_config.backgroundMusicFl) { + _config.musicFl = false; + _config.soundFl = false; + } + } + initSound(RESET); +} + +} // end of namespace Hugo |