/* 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. * */ #include "common/algorithm.h" #include "audio/audiostream.h" #include "access/access.h" #include "access/sound.h" namespace Access { SoundManager::SoundManager(AccessEngine *vm, Audio::Mixer *mixer) : _vm(vm), _mixer(mixer) { _music = nullptr; _tempMusic = nullptr; _musicRepeat = false; _playingSound = false; _isVoice = false; } SoundManager::~SoundManager() { clearSounds(); delete _music; delete _tempMusic; } void SoundManager::clearSounds() { for (uint i = 0; i < _soundTable.size(); ++i) delete _soundTable[i]; _soundTable.clear(); _soundPriority.clear(); } void SoundManager::queueSound(int idx, int fileNum, int subfile) { delete _soundTable[idx]; _soundTable[idx] = _vm->_files->loadFile(fileNum, subfile); } Resource *SoundManager::loadSound(int fileNum, int subfile) { return _vm->_files->loadFile(fileNum, subfile); } void SoundManager::playSound(int soundIndex) { int priority = _soundPriority[soundIndex]; playSound(_soundTable[soundIndex], priority); } void SoundManager::playSound(Resource *res, int priority) { /* Audio::QueuingAudioStream *audioStream = Audio::makeQueuingAudioStream(22050, false); audioStream->queueBuffer(data, size, DisposeAfterUse::YES, 0); _mixer->playStream(Audio::Mixer::kPlainSoundType, &_soundHandle, audioStream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::YES, false); */ } void SoundManager::loadSounds(Common::Array &sounds) { clearSounds(); for (uint i = 0; i < sounds.size(); ++i) { _soundTable.push_back(loadSound(sounds[i]._fileNum, sounds[i]._subfile)); _soundPriority.push_back(sounds[i]._priority); } } void SoundManager::midiPlay() { // TODO } void SoundManager::midiRepeat() { // TODO } void SoundManager::stopSong() { // TODO } void SoundManager::stopSound() { // TODO: REALSTOPSND or BLASTSTOPSND or STOP_SOUNDG } void SoundManager::freeSounds() { stopSound(); clearSounds(); } void SoundManager::newMusic(int musicId, int mode) { if (mode == 1) { stopSong(); freeMusic(); _music = _tempMusic; _tempMusic = nullptr; _musicRepeat = true; if (_music) midiPlay(); } else { _musicRepeat = (mode == 2); _tempMusic = _music; stopSong(); _music = loadSound(97, musicId); } } void SoundManager::freeMusic() { delete _music; _music = nullptr; } } // End of namespace Access