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-rw-r--r--engines/wintermute/base/sound/base_sound.cpp584
1 files changed, 292 insertions, 292 deletions
diff --git a/engines/wintermute/base/sound/base_sound.cpp b/engines/wintermute/base/sound/base_sound.cpp
index aac68baccd..00d07cd3c2 100644
--- a/engines/wintermute/base/sound/base_sound.cpp
+++ b/engines/wintermute/base/sound/base_sound.cpp
@@ -1,292 +1,292 @@
-/* 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(BaseSound, false)
-
-BaseSound::BaseSound(BaseGame *inGame) : BaseClass(inGame) {
- _sound = NULL;
- _soundFilename = "";
-
- _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;
-}
-
-BaseSound::~BaseSound() {
- if (_sound) {
- _gameRef->_soundMgr->removeSound(_sound);
- }
- _sound = NULL;
-}
-
-bool BaseSound::setSound(const Common::String &filename, Audio::Mixer::SoundType type, bool streamed) {
- if (_sound) {
- _gameRef->_soundMgr->removeSound(_sound);
- _sound = NULL;
- }
- _soundFilename = Common::String(); // Set empty
-
- _sound = _gameRef->_soundMgr->addSound(filename, type, streamed);
- if (_sound) {
- _soundFilename = filename;
-
- _soundType = type;
- _soundStreamed = streamed;
-
- return STATUS_OK;
- } else {
- return STATUS_FAILED;
- }
-}
-
-bool BaseSound::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 BaseSound::getLength() {
- if (_sound) {
- return _sound->getLength();
- } else {
- return 0;
- }
-}
-
-bool BaseSound::play(bool looping) {
- if (_sound) {
- _soundPaused = false;
- return _sound->play(looping, _soundPosition);
- } else {
- return STATUS_FAILED;
- }
-}
-
-bool BaseSound::stop() {
- if (_sound) {
- _soundPaused = false;
- return _sound->stop();
- } else {
- return STATUS_FAILED;
- }
-}
-
-bool BaseSound::pause(bool freezePaused) {
- if (_sound) {
- _soundPaused = true;
- if (freezePaused) {
- _sound->_freezePaused = true;
- }
- return _sound->pause();
- } else {
- return STATUS_FAILED;
- }
-}
-
-bool BaseSound::resume() {
- if (_sound && _soundPaused) {
- _soundPaused = false;
- return _sound->resume();
- } else {
- return STATUS_FAILED;
- }
-}
-
-bool BaseSound::persist(BasePersistenceManager *persistMgr) {
- if (persistMgr->getIsSaving() && _sound) {
- _soundPlaying = _sound->isPlaying();
- _soundLooping = _sound->_looping;
- _soundPrivateVolume = _sound->_privateVolume;
- if (_soundPlaying) {
- _soundPosition = _sound->getPosition();
- }
- _soundLoopStart = _sound->_loopStart;
- _soundFreezePaused = _sound->_freezePaused;
- }
-
- if (persistMgr->getIsSaving()) {
- _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 BaseSound::isPlaying() {
- return _sound && _sound->isPlaying();
-}
-
-bool BaseSound::isPaused() {
- return _sound && _soundPaused;
-}
-
-bool BaseSound::setPositionTime(uint32 time) {
- if (!_sound) {
- return STATUS_FAILED;
- }
- _soundPosition = time;
- bool ret = _sound->setPosition(_soundPosition);
- if (_sound->isPlaying()) {
- _soundPosition = 0;
- }
- return ret;
-}
-
-uint32 BaseSound::getPositionTime() {
- if (!_sound) {
- return 0;
- }
-
- if (!_sound->isPlaying()) {
- return 0;
- } else {
- return _sound->getPosition();
- }
-}
-
-bool BaseSound::setVolumePercent(int percent) {
- if (!_sound) {
- return STATUS_FAILED;
- } else {
- return _sound->setPrivateVolume(percent * 255 / 100);
- }
-}
-
-bool BaseSound::setVolume(int volume) {
- if (!_sound) {
- return STATUS_FAILED;
- } else {
- return _sound->setPrivateVolume(volume);
- }
-}
-
-bool BaseSound::setPrivateVolume(int volume) {
- if (!_sound) {
- return STATUS_FAILED;
- } else {
- _sound->_privateVolume = volume;
- return STATUS_OK;
- }
-}
-
-int BaseSound::getVolumePercent() {
- if (!_sound) {
- return 0;
- } else {
- return _sound->_privateVolume * 100 / 255;
- }
-}
-
-int BaseSound::getVolume() {
- if (!_sound) {
- return 0;
- } else {
- return _sound->_privateVolume;
- }
-}
-
-bool BaseSound::setLoopStart(uint32 pos) {
- if (!_sound) {
- return STATUS_FAILED;
- } else {
- _sound->setLoopStart(pos);
- return STATUS_OK;
- }
-}
-
-bool BaseSound::setPan(float pan) {
- if (_sound) {
- return _sound->setPan(pan);
- } else {
- return STATUS_FAILED;
- }
-}
-
-bool BaseSound::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
+/* 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(BaseSound, false)
+
+BaseSound::BaseSound(BaseGame *inGame) : BaseClass(inGame) {
+ _sound = NULL;
+ _soundFilename = "";
+
+ _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;
+}
+
+BaseSound::~BaseSound() {
+ if (_sound) {
+ _gameRef->_soundMgr->removeSound(_sound);
+ }
+ _sound = NULL;
+}
+
+bool BaseSound::setSound(const Common::String &filename, Audio::Mixer::SoundType type, bool streamed) {
+ if (_sound) {
+ _gameRef->_soundMgr->removeSound(_sound);
+ _sound = NULL;
+ }
+ _soundFilename = Common::String(); // Set empty
+
+ _sound = _gameRef->_soundMgr->addSound(filename, type, streamed);
+ if (_sound) {
+ _soundFilename = filename;
+
+ _soundType = type;
+ _soundStreamed = streamed;
+
+ return STATUS_OK;
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+bool BaseSound::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 BaseSound::getLength() {
+ if (_sound) {
+ return _sound->getLength();
+ } else {
+ return 0;
+ }
+}
+
+bool BaseSound::play(bool looping) {
+ if (_sound) {
+ _soundPaused = false;
+ return _sound->play(looping, _soundPosition);
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+bool BaseSound::stop() {
+ if (_sound) {
+ _soundPaused = false;
+ return _sound->stop();
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+bool BaseSound::pause(bool freezePaused) {
+ if (_sound) {
+ _soundPaused = true;
+ if (freezePaused) {
+ _sound->_freezePaused = true;
+ }
+ return _sound->pause();
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+bool BaseSound::resume() {
+ if (_sound && _soundPaused) {
+ _soundPaused = false;
+ return _sound->resume();
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+bool BaseSound::persist(BasePersistenceManager *persistMgr) {
+ if (persistMgr->getIsSaving() && _sound) {
+ _soundPlaying = _sound->isPlaying();
+ _soundLooping = _sound->_looping;
+ _soundPrivateVolume = _sound->_privateVolume;
+ if (_soundPlaying) {
+ _soundPosition = _sound->getPosition();
+ }
+ _soundLoopStart = _sound->_loopStart;
+ _soundFreezePaused = _sound->_freezePaused;
+ }
+
+ if (persistMgr->getIsSaving()) {
+ _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 BaseSound::isPlaying() {
+ return _sound && _sound->isPlaying();
+}
+
+bool BaseSound::isPaused() {
+ return _sound && _soundPaused;
+}
+
+bool BaseSound::setPositionTime(uint32 time) {
+ if (!_sound) {
+ return STATUS_FAILED;
+ }
+ _soundPosition = time;
+ bool ret = _sound->setPosition(_soundPosition);
+ if (_sound->isPlaying()) {
+ _soundPosition = 0;
+ }
+ return ret;
+}
+
+uint32 BaseSound::getPositionTime() {
+ if (!_sound) {
+ return 0;
+ }
+
+ if (!_sound->isPlaying()) {
+ return 0;
+ } else {
+ return _sound->getPosition();
+ }
+}
+
+bool BaseSound::setVolumePercent(int percent) {
+ if (!_sound) {
+ return STATUS_FAILED;
+ } else {
+ return _sound->setPrivateVolume(percent * 255 / 100);
+ }
+}
+
+bool BaseSound::setVolume(int volume) {
+ if (!_sound) {
+ return STATUS_FAILED;
+ } else {
+ return _sound->setPrivateVolume(volume);
+ }
+}
+
+bool BaseSound::setPrivateVolume(int volume) {
+ if (!_sound) {
+ return STATUS_FAILED;
+ } else {
+ _sound->_privateVolume = volume;
+ return STATUS_OK;
+ }
+}
+
+int BaseSound::getVolumePercent() {
+ if (!_sound) {
+ return 0;
+ } else {
+ return _sound->_privateVolume * 100 / 255;
+ }
+}
+
+int BaseSound::getVolume() {
+ if (!_sound) {
+ return 0;
+ } else {
+ return _sound->_privateVolume;
+ }
+}
+
+bool BaseSound::setLoopStart(uint32 pos) {
+ if (!_sound) {
+ return STATUS_FAILED;
+ } else {
+ _sound->setLoopStart(pos);
+ return STATUS_OK;
+ }
+}
+
+bool BaseSound::setPan(float pan) {
+ if (_sound) {
+ return _sound->setPan(pan);
+ } else {
+ return STATUS_FAILED;
+ }
+}
+
+bool BaseSound::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