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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 TITANIC_SOUND_H
+#define TITANIC_SOUND_H
+
+#include "titanic/support/simple_file.h"
+#include "titanic/support/proximity.h"
+#include "titanic/sound/sound_manager.h"
+#include "titanic/core/list.h"
+#include "titanic/core/view_item.h"
+#include "titanic/true_talk/dialogue_file.h"
+
+namespace Titanic {
+
+class CGameManager;
+
+class CSoundItem : public ListItem {
+public:
+ CString _name;
+ int _soundHandle;
+ int _field1C;
+ int _field20;
+ int _field24;
+ int _field28;
+public:
+ CSoundItem() : ListItem(), _soundHandle(0), _field1C(0),
+ _field20(0), _field24(0), _field28(0) {}
+ CSoundItem(const CString &name) : ListItem(), _name(name),
+ _soundHandle(0), _field1C(0), _field20(0), _field24(0), _field28(0) {}
+
+ int fn1();
+};
+
+class CSoundItemList : public List<CSoundItem> {
+};
+
+class CSound {
+private:
+ CGameManager *_gameManager;
+ CSoundItemList _sounds;
+private:
+ /**
+ * Check whether any sounds are done and can be be removed
+ */
+ void checkSounds();
+
+ /**
+ * Removes the oldest sound from the sounds list that isn't
+ * currently playing
+ */
+ void removeOldest();
+public:
+ QSoundManager _soundManager;
+public:
+ CSound(CGameManager *owner);
+
+ /**
+ * Save the data for the class to file
+ */
+ void save(SimpleFile *file) const;
+
+ /**
+ * Load the data for the class from file
+ */
+ void load(SimpleFile *file);
+
+ /**
+ * Called when a game is about to be loaded
+ */
+ void preLoad();
+
+ /**
+ * Called when loading a game is complete
+ */
+ void postLoad() { _soundManager.postLoad(); }
+
+ /**
+ * Called when a game is about to be saved
+ */
+ void preSave() { _soundManager.preSave(); }
+
+ /**
+ * Called when a game has finished being saved
+ */
+ void postSave() { _soundManager.postSave(); }
+
+ /**
+ * Called when the view has been changed
+ */
+ void preEnterView(CViewItem *newView, bool isNewRoom);
+
+ /**
+ * Load a sound
+ * @param name Name of sound resource
+ * @returns Sound handle Id
+ */
+ uint loadSound(const CString &name);
+
+ bool fn1(int val);
+ void fn2(int handle);
+ void fn3(int handle, int val2, int val3);
+
+ /**
+ * Play a speech
+ */
+ int playSpeech(CDialogueFile *dialogueFile, int speechId, const CProximity &prox);
+
+ void managerProc8(int v) { _soundManager.proc8(v); }
+
+ CSoundItem *getTrueTalkSound(CDialogueFile *dialogueFile, int index);
+};
+
+} // End of namespace Titanic
+
+#endif /* TITANIC_SOUND_H */