From 2162df92fc5efbe64bce31c91d880c47e1daa44d Mon Sep 17 00:00:00 2001 From: Max Horn Date: Sat, 4 Oct 2003 01:09:29 +0000 Subject: removed Sword2 prefixes of most classes (made obsolete by our namespace usage); renamed Sword2State to Sword2Engine svn-id: r10583 --- sword2/driver/d_sound.cpp | 94 +++++++++++++++++++++++------------------------ 1 file changed, 47 insertions(+), 47 deletions(-) (limited to 'sword2/driver/d_sound.cpp') diff --git a/sword2/driver/d_sound.cpp b/sword2/driver/d_sound.cpp index 3a21975fa5..66435dedcc 100644 --- a/sword2/driver/d_sound.cpp +++ b/sword2/driver/d_sound.cpp @@ -65,7 +65,7 @@ static int32 musicVolTable[17] = { 143, 159, 175, 191, 207, 223, 239, 255 }; -int16 Sword2MusicHandle::read() { +int16 MusicHandle::read() { uint8 in; uint16 delta; int16 out; @@ -117,17 +117,17 @@ int16 Sword2MusicHandle::read() { return out; } -bool Sword2MusicHandle::eos() const { +bool MusicHandle::eos() const { if (!_streaming || _filePos >= _fileEnd) return true; return false; } static void premix_proc(void *param, int16 *data, uint len) { - ((Sword2Sound *) param)->fxServer(data, len); + ((Sound *) param)->fxServer(data, len); } -Sword2Sound::Sword2Sound(SoundMixer *mixer) { +Sound::Sound(SoundMixer *mixer) { _mutex = g_system->create_mutex(); _soundOn = 0; @@ -153,7 +153,7 @@ Sword2Sound::Sword2Sound(SoundMixer *mixer) { _mixer->setupPremix(premix_proc, this); } -Sword2Sound::~Sword2Sound() { +Sound::~Sound() { if (_mutex) g_system->delete_mutex(_mutex); } @@ -168,7 +168,7 @@ Sword2Sound::~Sword2Sound() { * This function reverses the pan table, thus reversing the stereo. */ -void Sword2Sound::reverseStereo(void) { +void Sound::reverseStereo(void) { for (int i = 0; i < 16; i++) { int j = panTable[i]; panTable[i] = panTable[32 - i]; @@ -179,7 +179,7 @@ void Sword2Sound::reverseStereo(void) { // Save/Restore information about current music so that we can restore it // after the credits. -void Sword2Sound::saveMusicState() { +void Sound::saveMusicState() { StackLock lock(_mutex); int saveStream; @@ -202,7 +202,7 @@ void Sword2Sound::saveMusicState() { _music[2]._lastSample = _music[saveStream]._lastSample; } -void Sword2Sound::restoreMusicState() { +void Sound::restoreMusicState() { StackLock lock(_mutex); int restoreStream; @@ -232,7 +232,7 @@ void Sword2Sound::restoreMusicState() { _music[restoreStream]._lastSample = _music[2]._lastSample; } -void Sword2Sound::playLeadOut(uint8 *leadOut) { +void Sound::playLeadOut(uint8 *leadOut) { int i; if (!leadOut) @@ -257,7 +257,7 @@ void Sword2Sound::playLeadOut(uint8 *leadOut) { // This function returns the index of the sound effect with the ID passed in. // -------------------------------------------------------------------------- -int32 Sword2Sound::getFxIndex(int32 id) { +int32 Sound::getFxIndex(int32 id) { for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id == id) return i; @@ -266,12 +266,12 @@ int32 Sword2Sound::getFxIndex(int32 id) { return MAXFX; } -int32 Sword2Sound::isFxOpen(int32 id) { +int32 Sound::isFxOpen(int32 id) { // FIXME: This seems backwards to me, but changing it breaks sound. return getFxIndex(id) == MAXFX; } -void Sword2Sound::fxServer(int16 *data, uint len) { +void Sound::fxServer(int16 *data, uint len) { StackLock lock(_mutex); if (!_soundOn) @@ -287,7 +287,7 @@ void Sword2Sound::fxServer(int16 *data, uint len) { * Returns either RDSE_QUIET or RDSE_SPEAKING */ -int32 Sword2Sound::amISpeaking() { +int32 Sound::amISpeaking() { if (!_speechMuted && !_speechPaused && _soundHandleSpeech != 0) return RDSE_SPEAKING; @@ -303,7 +303,7 @@ int32 Sword2Sound::amISpeaking() { * @param buf a pointer to the buffer that will be allocated for the sound */ -uint32 Sword2Sound::preFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf) { +uint32 Sound::preFetchCompSpeech(const char *filename, uint32 speechid, uint16 **buf) { uint32 i; uint8 *data8; uint32 speechIndex[2]; @@ -393,7 +393,7 @@ uint32 Sword2Sound::preFetchCompSpeech(const char *filename, uint32 speechid, ui * @param pan panning, -16 (full left) to 16 (full right) */ -int32 Sword2Sound::playCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { +int32 Sound::playCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) { uint16 *data16; uint32 bufferSize; @@ -432,7 +432,7 @@ int32 Sword2Sound::playCompSpeech(const char *filename, uint32 speechid, uint8 v * Stops the speech from playing. */ -int32 Sword2Sound::stopSpeech(void) { +int32 Sound::stopSpeech(void) { if (!_soundOn) return RD_OK; @@ -448,7 +448,7 @@ int32 Sword2Sound::stopSpeech(void) { * @return Either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED */ -int32 Sword2Sound::getSpeechStatus(void) { +int32 Sound::getSpeechStatus(void) { if (!_soundOn || !_speechStatus) return RDSE_SAMPLEFINISHED; @@ -467,7 +467,7 @@ int32 Sword2Sound::getSpeechStatus(void) { * @param volume volume, from 0 (silent) to 14 (max) */ -void Sword2Sound::setSpeechVolume(uint8 volume) { +void Sound::setSpeechVolume(uint8 volume) { _speechVol = volume; if (_soundHandleSpeech != 0 && !_speechMuted && getSpeechStatus() == RDSE_SAMPLEPLAYING) { g_engine->_mixer->setChannelVolume(_soundHandleSpeech, 16 * _speechVol); @@ -478,7 +478,7 @@ void Sword2Sound::setSpeechVolume(uint8 volume) { * @return the volume setting for speech */ -uint8 Sword2Sound::getSpeechVolume() { +uint8 Sound::getSpeechVolume() { return _speechVol; } @@ -488,7 +488,7 @@ uint8 Sword2Sound::getSpeechVolume() { * Otherwise the speech is muted (volume 0). */ -void Sword2Sound::muteSpeech(uint8 mute) { +void Sound::muteSpeech(uint8 mute) { _speechMuted = mute; if (getSpeechStatus() == RDSE_SAMPLEPLAYING) { @@ -502,7 +502,7 @@ void Sword2Sound::muteSpeech(uint8 mute) { * @return the speech's mute state, 1 if mute, 0 if not mute */ -uint8 Sword2Sound::isSpeechMute(void) { +uint8 Sound::isSpeechMute(void) { return _speechMuted; } @@ -510,7 +510,7 @@ uint8 Sword2Sound::isSpeechMute(void) { * Stops the speech dead in its tracks. */ -void Sword2Sound::pauseSpeech(void) { +void Sound::pauseSpeech(void) { if (getSpeechStatus() == RDSE_SAMPLEPLAYING) { _speechPaused = 1; g_engine->_mixer->pauseHandle(_soundHandleSpeech, true); @@ -521,7 +521,7 @@ void Sword2Sound::pauseSpeech(void) { * Restarts the speech from where it was stopped. */ -void Sword2Sound::unpauseSpeech(void) { +void Sound::unpauseSpeech(void) { if (_speechPaused) { _speechPaused = 0; g_engine->_mixer->pauseHandle(_soundHandleSpeech, false); @@ -536,7 +536,7 @@ void Sword2Sound::unpauseSpeech(void) { * @warning Zero is not a valid id */ -int32 Sword2Sound::openFx(int32 id, uint8 *data) { +int32 Sound::openFx(int32 id, uint8 *data) { int32 i, fxi; uint32 *data32 = NULL; _wavHeader *wav; @@ -632,7 +632,7 @@ int32 Sword2Sound::openFx(int32 id, uint8 *data) { * @warning Zero is not a valid id */ -int32 Sword2Sound::playFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { +int32 Sound::playFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) { int32 i, loop; uint32 hr; @@ -719,7 +719,7 @@ int32 Sword2Sound::playFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type * @param pan panning */ -int32 Sword2Sound::setFxIdVolumePan(int32 id, uint8 vol, int8 pan) { +int32 Sound::setFxIdVolumePan(int32 id, uint8 vol, int8 pan) { int32 i = getFxIndex(id); if (i == MAXFX) @@ -733,7 +733,7 @@ int32 Sword2Sound::setFxIdVolumePan(int32 id, uint8 vol, int8 pan) { return RD_OK; } -int32 Sword2Sound::setFxIdVolume(int32 id, uint8 vol) { +int32 Sound::setFxIdVolume(int32 id, uint8 vol) { int32 i = getFxIndex(id); if (i == MAXFX) @@ -751,7 +751,7 @@ int32 Sword2Sound::setFxIdVolume(int32 id, uint8 vol) { * playing, irrespective of type. */ -void Sword2Sound::clearAllFx(void) { +void Sound::clearAllFx(void) { if (!_soundOn) return; @@ -777,7 +777,7 @@ void Sword2Sound::clearAllFx(void) { * @param id the id of the sound to close */ -int32 Sword2Sound::closeFx(int32 id) { +int32 Sound::closeFx(int32 id) { int i; if (!_soundOn) @@ -801,7 +801,7 @@ int32 Sword2Sound::closeFx(int32 id) { return RD_OK; } -void Sword2Sound::pauseFx(void) { +void Sound::pauseFx(void) { if (!_fxPaused) { for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id) { @@ -814,7 +814,7 @@ void Sword2Sound::pauseFx(void) { } } -void Sword2Sound::pauseFxForSequence(void) { +void Sound::pauseFxForSequence(void) { if (!_fxPaused) { for (int i = 0; i < MAXFX; i++) { if (_fx[i]._id && _fx[i]._id != -2) { @@ -828,7 +828,7 @@ void Sword2Sound::pauseFxForSequence(void) { } } -void Sword2Sound::unpauseFx(void) { +void Sound::unpauseFx(void) { if (_fxPaused) { for (int i = 0; i < MAXFX; i++) { if (_fx[i]._paused && _fx[i]._id) { @@ -843,7 +843,7 @@ void Sword2Sound::unpauseFx(void) { * @return the master volume setting for sound effects */ -uint8 Sword2Sound::getFxVolume() { +uint8 Sound::getFxVolume() { return _fxVol; } @@ -853,7 +853,7 @@ uint8 Sword2Sound::getFxVolume() { * @param volume volume, from 0 (silent) to 14 (max) */ -void Sword2Sound::setFxVolume(uint8 volume) { +void Sound::setFxVolume(uint8 volume) { _fxVol = volume; // Now update the volume of any fxs playing @@ -869,7 +869,7 @@ void Sword2Sound::setFxVolume(uint8 volume) { * Otherwise the sound effects are muted (volume 0). */ -void Sword2Sound::muteFx(uint8 mute) { +void Sound::muteFx(uint8 mute) { _fxMuted = mute; // Now update the volume of any fxs playing @@ -886,7 +886,7 @@ void Sword2Sound::muteFx(uint8 mute) { * @return the sound effects's mute state, 1 if mute, 0 if not mute */ -uint8 Sword2Sound::isFxMute(void) { +uint8 Sound::isFxMute(void) { return _fxMuted; } @@ -898,7 +898,7 @@ uint8 Sword2Sound::isFxMute(void) { * @return RD_OK or an error code */ -int32 Sword2Sound::streamCompMusic(const char *filename, uint32 musicId, bool looping) { +int32 Sound::streamCompMusic(const char *filename, uint32 musicId, bool looping) { StackLock lock(_mutex); uint32 len; @@ -968,7 +968,7 @@ int32 Sword2Sound::streamCompMusic(const char *filename, uint32 musicId, bool lo return RD_OK; } -void Sword2Sound::updateCompSampleStreaming(int16 *data, uint len) { +void Sound::updateCompSampleStreaming(int16 *data, uint len) { for (int i = 0; i < MAXMUS; i++) { if (!_music[i]._streaming || _music[i]._paused) continue; @@ -982,7 +982,7 @@ void Sword2Sound::updateCompSampleStreaming(int16 *data, uint len) { // DipMusic(); } -int32 Sword2Sound::dipMusic() { +int32 Sound::dipMusic() { // disable this func for now return RD_OK; @@ -1061,7 +1061,7 @@ int32 Sword2Sound::dipMusic() { * @return the time left for the current music, in seconds. */ -int32 Sword2Sound::musicTimeRemaining() { +int32 Sound::musicTimeRemaining() { StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { @@ -1076,7 +1076,7 @@ int32 Sword2Sound::musicTimeRemaining() { * Fades out and stops the music. */ -void Sword2Sound::stopMusic(void) { +void Sound::stopMusic(void) { StackLock lock(_mutex); for (int i = 0; i < MAXMUS; i++) { @@ -1091,7 +1091,7 @@ void Sword2Sound::stopMusic(void) { * Stops the music dead in its tracks. */ -void Sword2Sound::pauseMusic(void) { +void Sound::pauseMusic(void) { StackLock lock(_mutex); if (_soundOn) { @@ -1109,7 +1109,7 @@ void Sword2Sound::pauseMusic(void) { * Restarts the music from where it was stopped. */ -void Sword2Sound::unpauseMusic(void) { +void Sound::unpauseMusic(void) { StackLock lock(_mutex); if (_soundOn) { @@ -1123,7 +1123,7 @@ void Sword2Sound::unpauseMusic(void) { * @param volume volume, from 0 (silent) to 16 (max) */ -void Sword2Sound::setMusicVolume(uint8 volume) { +void Sound::setMusicVolume(uint8 volume) { _musicVol = volume; } @@ -1131,7 +1131,7 @@ void Sword2Sound::setMusicVolume(uint8 volume) { * @return the volume setting for music */ -uint8 Sword2Sound::getMusicVolume() { +uint8 Sound::getMusicVolume() { return _musicVol; } @@ -1141,7 +1141,7 @@ uint8 Sword2Sound::getMusicVolume() { * Otherwise the music is muted (volume 0). */ -void Sword2Sound::muteMusic(uint8 mute) { +void Sound::muteMusic(uint8 mute) { _musicMuted = mute; } @@ -1149,7 +1149,7 @@ void Sword2Sound::muteMusic(uint8 mute) { * @return the music's mute state, 1 if mute, 0 if not mute */ -uint8 Sword2Sound::isMusicMute(void) { +uint8 Sound::isMusicMute(void) { return _musicMuted; } -- cgit v1.2.3