aboutsummaryrefslogtreecommitdiff
path: root/engines/wintermute/base/sound/base_sound.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/wintermute/base/sound/base_sound.cpp')
-rw-r--r--engines/wintermute/base/sound/base_sound.cpp288
1 files changed, 288 insertions, 0 deletions
diff --git a/engines/wintermute/base/sound/base_sound.cpp b/engines/wintermute/base/sound/base_sound.cpp
new file mode 100644
index 0000000000..e1819e3c65
--- /dev/null
+++ b/engines/wintermute/base/sound/base_sound.cpp
@@ -0,0 +1,288 @@
+/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/base/sound/base_sound.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/base/sound/base_sound_manager.h"
+#include "engines/wintermute/base/sound/base_sound_buffer.h"
+
+namespace WinterMute {
+
+IMPLEMENT_PERSISTENT(CBSound, false)
+
+//////////////////////////////////////////////////////////////////////////
+CBSound::CBSound(CBGame *inGame): CBBase(inGame) {
+ _sound = NULL;
+ _soundFilename = NULL;
+
+ _soundType = Audio::Mixer::kSFXSoundType;
+ _soundStreamed = false;
+ _soundLooping = false;
+ _soundPlaying = false;
+ _soundPaused = false;
+ _soundFreezePaused = false;
+ _soundPosition = 0;
+ _soundPrivateVolume = 0;
+ _soundLoopStart = 0;
+
+ _sFXType = SFX_NONE;
+ _sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBSound::~CBSound() {
+ if (_sound) _gameRef->_soundMgr->removeSound(_sound);
+ _sound = NULL;
+
+ delete[] _soundFilename;
+ _soundFilename = NULL;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setSound(const char *filename, Audio::Mixer::SoundType type, bool streamed) {
+ if (_sound) {
+ _gameRef->_soundMgr->removeSound(_sound);
+ _sound = NULL;
+ }
+ delete[] _soundFilename;
+ _soundFilename = NULL;
+
+ _sound = _gameRef->_soundMgr->addSound(filename, type, streamed);
+ if (_sound) {
+ _soundFilename = new char[strlen(filename) + 1];
+ strcpy(_soundFilename, filename);
+
+ _soundType = type;
+ _soundStreamed = streamed;
+
+ return STATUS_OK;
+ } else return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setSoundSimple() {
+ _sound = _gameRef->_soundMgr->addSound(_soundFilename, _soundType, _soundStreamed);
+ if (_sound) {
+ if (_soundPosition) _sound->setPosition(_soundPosition);
+ _sound->setLooping(_soundLooping);
+ _sound->setPrivateVolume(_soundPrivateVolume);
+ _sound->setLoopStart(_soundLoopStart);
+ _sound->_freezePaused = _soundFreezePaused;
+ if (_soundPlaying) return _sound->resume();
+ else return STATUS_OK;
+ } else return STATUS_FAILED;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 CBSound::getLength() {
+ if (_sound) return _sound->getLength();
+ else return 0;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::play(bool looping) {
+ if (_sound) {
+ _soundPaused = false;
+ return _sound->play(looping, _soundPosition);
+ } else return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::stop() {
+ if (_sound) {
+ _soundPaused = false;
+ return _sound->stop();
+ } else return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::pause(bool freezePaused) {
+ if (_sound) {
+ _soundPaused = true;
+ if (freezePaused) _sound->_freezePaused = true;
+ return _sound->pause();
+ } else return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::resume() {
+ if (_sound && _soundPaused) {
+ _soundPaused = false;
+ return _sound->resume();
+ } else return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::persist(CBPersistMgr *persistMgr) {
+ if (persistMgr->_saving && _sound) {
+ _soundPlaying = _sound->isPlaying();
+ _soundLooping = _sound->_looping;
+ _soundPrivateVolume = _sound->_privateVolume;
+ if (_soundPlaying)
+ _soundPosition = _sound->getPosition();
+ _soundLoopStart = _sound->_loopStart;
+ _soundFreezePaused = _sound->_freezePaused;
+ }
+
+ if (persistMgr->_saving) {
+ _sFXType = SFX_NONE;
+ _sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0;
+ }
+
+ persistMgr->transfer(TMEMBER(_gameRef));
+
+ persistMgr->transfer(TMEMBER(_soundFilename));
+ persistMgr->transfer(TMEMBER(_soundLooping));
+ persistMgr->transfer(TMEMBER(_soundPaused));
+ persistMgr->transfer(TMEMBER(_soundFreezePaused));
+ persistMgr->transfer(TMEMBER(_soundPlaying));
+ persistMgr->transfer(TMEMBER(_soundPosition));
+ persistMgr->transfer(TMEMBER(_soundPrivateVolume));
+ persistMgr->transfer(TMEMBER(_soundStreamed));
+ persistMgr->transfer(TMEMBER_INT(_soundType));
+ persistMgr->transfer(TMEMBER(_soundLoopStart));
+
+ return STATUS_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::isPlaying() {
+ return _sound && _sound->isPlaying();
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::isPaused() {
+ return _sound && _soundPaused;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setPositionTime(uint32 time) {
+ if (!_sound) return STATUS_FAILED;
+ _soundPosition = time;
+ bool ret = _sound->setPosition(_soundPosition);
+ if (_sound->isPlaying())
+ _soundPosition = 0;
+ return ret;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 CBSound::getPositionTime() {
+ if (!_sound) return 0;
+
+ if (!_sound->isPlaying())
+ return 0;
+ else return _sound->getPosition();
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setVolumePercent(int percent) {
+ if (!_sound)
+ return STATUS_FAILED;
+ else return _sound->setPrivateVolume(percent * 255 / 100);
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setVolume(int volume) {
+ if (!_sound)
+ return STATUS_FAILED;
+ else return _sound->setPrivateVolume(volume);
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setPrivateVolume(int volume) {
+ if (!_sound)
+ return STATUS_FAILED;
+ else return _sound->_privateVolume = volume;
+}
+
+//////////////////////////////////////////////////////////////////////////
+int CBSound::getVolumePercent() {
+ if (!_sound)
+ return 0;
+ else return _sound->_privateVolume * 100 / 255;
+}
+
+//////////////////////////////////////////////////////////////////////////
+int CBSound::getVolume() {
+ if (!_sound)
+ return 0;
+ else return _sound->_privateVolume;
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setLoopStart(uint32 pos) {
+ if (!_sound)
+ return STATUS_FAILED;
+ else {
+ _sound->setLoopStart(pos);
+ return STATUS_OK;
+ }
+}
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::setPan(float pan) {
+ if (_sound)
+ return _sound->setPan(pan);
+ else return STATUS_FAILED;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBSound::ApplyFX(TSFXType type, float param1, float param2, float param3, float param4) {
+ if (!_sound)
+ return STATUS_OK;
+
+ if (type != _sFXType || param1 != _sFXParam1 || param2 != _sFXParam2 || param3 != _sFXParam3 || param4 != _sFXParam4) {
+ bool ret = _sound->applyFX(type, param1, param2, param3, param4);
+
+ _sFXType = type;
+ _sFXParam1 = param1;
+ _sFXParam2 = param2;
+ _sFXParam3 = param3;
+ _sFXParam4 = param4;
+
+ return ret;
+ }
+ return STATUS_OK;
+}
+
+} // end of namespace WinterMute