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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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on Broken Sword 2.5 engine
+ *
+ * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
+ *
+ * Licensed under GNU GPL v2
+ *
+ */
+
+/*
+ * BS_SoundEngine
+ * -------------
+ * This is the sound engine interface that contains all the methods a sound
+ * engine must implement.
+ * Implementations of the sound engine have to be derived from this class.
+ * It should be noted that a sound engine must maintain a list of all the
+ * samples it uses, and that these samples should be released when the
+ * destructor is called.
+ *
+ * Autor: Malte Thiesen
+ */
+
+#ifndef SWORD25_SOUNDENGINE_H
+#define SWORD25_SOUNDENGINE_H
+
+#include "sword25/kernel/common.h"
+#include "sword25/kernel/resservice.h"
+#include "sword25/kernel/persistable.h"
+
+#include "sound/audiostream.h"
+#include "sound/mixer.h"
+
+namespace Sword25 {
+
+#define SOUND_HANDLES 32
+
+enum sndHandleType {
+ kFreeHandle,
+ kEffectHandle,
+ kVoiceHandle
+};
+
+struct SndHandle {
+ Audio::SoundHandle handle;
+ sndHandleType type;
+};
+
+
+class SoundEngine : public ResourceService, public Persistable {
+public:
+ enum SOUND_TYPES {
+ MUSIC = 0,
+ SPEECH = 1,
+ SFX = 2
+ };
+
+ /**
+ * The callback function of PlayDynamicSoundEx
+ * @param UserData User-specified pointer
+ * @param Data Pointer to the data buffer
+ * @param DataLength Length of the data to be written in bytes
+ */
+ typedef void (*DynamicSoundReadCallback)(void *UserData, void *Data, uint DataLength);
+
+ SoundEngine(Kernel *pKernel);
+ ~SoundEngine() {};
+
+ /**
+ * Initialises the sound engine
+ * @param SampleRate Specifies the sample rate to use.
+ * @param Channels The maximum number of channels. The default is 32.
+ * @return Returns true on success, otherwise false.
+ * @remark Calls to other methods may take place only if this
+ * method was called successfully.
+ */
+ bool init(uint sampleRate, uint channels = 32);
+
+ /**
+ * Performs a "tick" of the sound engine
+ *
+ * This method should be called once per frame. It can be used by implementations
+ * of the sound engine that are not running in their own thread, or to perform
+ * additional administrative tasks that are needed.
+ */
+ void update();
+
+ /**
+ * Sets the default volume for the different sound types
+ * @param Volume The default volume level (0 = off, 1 = full volume)
+ * @param Type The SoundType whose volume is to be changed
+ */
+ void setVolume(float volume, SOUND_TYPES type);
+
+ /**
+ * Specifies the default volume of different sound types
+ * @param Type The SoundType
+ * @return Returns the standard sound volume for the given type
+ * (0 = off, 1 = full volume).
+ */
+ float getVolume(SOUND_TYPES type);
+
+ /**
+ * Pauses all the sounds that are playing.
+ */
+ void pauseAll();
+
+ /**
+ * Resumes all currently stopped sounds
+ */
+ void resumeAll();
+
+ /**
+ * Pauses all sounds of a given layer.
+ * @param Layer The Sound Layer
+ */
+ void pauseLayer(uint layer);
+
+ /**
+ * Resumes all the sounds in a layer that was previously stopped with PauseLayer()
+ * @param Layer The Sound Layer
+ */
+ void resumeLayer(uint layer);
+
+ /**
+ * Plays a sound
+ * @param FileName The filename of the sound to be played
+ * @param Type The type of sound
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ * @param Pan Panning (-1 = full left, 1 = right)
+ * @param Loop Indicates whether the sound should be looped
+ * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
+ * of the sound is used.
+ * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
+ * the sound is used.
+ * @param Layer The sound layer
+ * @return Returns true if the playback of the sound was started successfully.
+ * @remark If more control is needed over the playing, eg. changing the sound parameters
+ * for Volume and Panning, then PlaySoundEx should be used.
+ */
+ bool playSound(const Common::String &fileName, SOUND_TYPES type, float volume = 1.0f, float pan = 0.0f, bool loop = false, int loopStart = -1, int loopEnd = -1, uint layer = 0);
+
+ /**
+ * Plays a sound
+ * @param Type The type of sound
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ * @param Pan Panning (-1 = full left, 1 = right)
+ * @param Loop Indicates whether the sound should be looped
+ * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
+ * of the sound is used.
+ * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
+ * the sound is used.
+ * @param Layer The sound layer
+ * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
+ * @remark If more control is needed over the playing, eg. changing the sound parameters
+ * for Volume and Panning, then PlaySoundEx should be used.
+ */
+ uint playSoundEx(const Common::String &fileName, SOUND_TYPES type, float volume = 1.0f, float pan = 0.0f, bool loop = false, int loopStart = -1, int loopEnd = -1, uint layer = 0);
+
+ /**
+ * Sets the volume of a playing sound
+ * @param Handle The sound handle
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ */
+ void setSoundVolume(uint handle, float volume);
+
+ /**
+ * Sets the panning of a playing sound
+ * @param Handle The sound handle
+ * @param Pan Panning (-1 = full left, 1 = right)
+ */
+ void setSoundPanning(uint handle, float pan);
+
+ /**
+ * Pauses a playing sound
+ * @param Handle The sound handle
+ */
+ void pauseSound(uint handle);
+
+ /**
+ * Resumes a paused sound
+ * @param Handle The sound handle
+ */
+ void resumeSound(uint handle);
+
+ /**
+ * Stops a playing sound
+ * @param Handle The sound handle
+ * @remark Calling this method invalidates the passed handle; it can no longer be used.
+ */
+ void stopSound(uint handle);
+
+ /**
+ * Returns whether a sound is paused
+ * @param Handle The sound handle
+ * @return Returns true if the sound is paused, false otherwise.
+ */
+ bool isSoundPaused(uint handle);
+
+ /**
+ * Returns whether a sound is still playing.
+ * @param Handle The sound handle
+ * @return Returns true if the sound is playing, false otherwise.
+ */
+ bool isSoundPlaying(uint handle);
+
+ /**
+ * Returns the volume of a playing sound (0 = off, 1 = full volume)
+ */
+ float getSoundVolume(uint handle);
+
+ /**
+ * Returns the panning of a playing sound (-1 = full left, 1 = right)
+ */
+ float getSoundPanning(uint handle);
+
+ /**
+ * Returns the position within a playing sound in seconds
+ */
+ float getSoundTime(uint handle);
+
+ Resource *loadResource(const Common::String &fileName);
+ bool canLoadResource(const Common::String &fileName);
+
+ bool persist(OutputPersistenceBlock &writer);
+ bool unpersist(InputPersistenceBlock &reader);
+
+private:
+ bool registerScriptBindings();
+ SndHandle *getHandle(uint *id);
+
+private:
+ Audio::Mixer *_mixer;
+ SndHandle _handles[SOUND_HANDLES];
+};
+
+} // End of namespace Sword25
+
+#endif