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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 SHERLOCK_SOUND_H
+#define SHERLOCK_SOUND_H
+
+#include "common/scummsys.h"
+#include "common/str.h"
+#include "audio/audiostream.h"
+#include "audio/mixer.h"
+#include "access/files.h"
+#include "audio/midiplayer.h"
+#include "audio/midiparser.h"
+
+namespace Sherlock {
+
+class SherlockEngine;
+
+enum WaitType {
+ WAIT_RETURN_IMMEDIATELY = 0, WAIT_FINISH = 1, WAIT_KBD_OR_FINISH = 2
+};
+
+#define MAX_MIXER_CHANNELS 10
+
+class Sound {
+private:
+ SherlockEngine *_vm;
+ Audio::Mixer *_mixer;
+ Audio::SoundHandle _scalpelEffectsHandle;
+ Audio::SoundHandle _tattooEffectsHandle[MAX_MIXER_CHANNELS];
+ int _curPriority;
+
+ byte decodeSample(byte sample, byte& reference, int16& scale);
+public:
+ bool _digitized;
+ int _voices;
+ bool _soundOn;
+ bool _speechOn;
+ bool _diskSoundPlaying;
+ bool _soundPlaying;
+ bool *_soundIsOn;
+ byte *_digiBuf;
+
+ Common::String _talkSoundFile;
+public:
+ Sound(SherlockEngine *vm, Audio::Mixer *mixer);
+
+ /**
+ * Saves sound-related settings
+ */
+ void syncSoundSettings();
+
+ /**
+ * Load a sound
+ */
+ void loadSound(const Common::String &name, int priority);
+
+ /**
+ * Play the sound in the specified resource
+ */
+ bool playSound(const Common::String &name, WaitType waitType, int priority = 100, const char *libraryFilename = nullptr);
+
+ /**
+ * Play a previously loaded sound
+ */
+ void playLoadedSound(int bufNum, WaitType waitType);
+
+ /**
+ * Free any previously loaded sounds
+ */
+ void freeLoadedSounds();
+
+ /**
+ * Stop playing any active sound
+ */
+ void stopSound();
+
+ void stopSndFuncPtr(int v1, int v2);
+ void freeDigiSound();
+
+ Audio::SoundHandle getFreeSoundHandle();
+};
+
+} // End of namespace Sherlock
+
+#endif
+