/* 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 ACCESS_SOUND_H #define ACCESS_SOUND_H #include "common/scummsys.h" #include "access/files.h" #include "audio/midiplayer.h" #define MAX_SOUNDS 20 namespace Audio { class AudioStream; class SoundHandle; } namespace Access { class AccessEngine; struct SoundEntry { Resource *_res; int _priority; SoundEntry() { _res = nullptr; _priority = 0; } SoundEntry(Resource *res, int priority) { _res = res; _priority = priority; } }; class SoundManager { struct QueuedSound { Audio::AudioStream *_stream; int _soundId; QueuedSound() : _stream(nullptr), _soundId(-1) {} QueuedSound(Audio::AudioStream *stream, int soundId) : _stream(stream), _soundId(soundId) {} }; private: AccessEngine *_vm; Audio::Mixer *_mixer; Audio::SoundHandle *_effectsHandle; Common::Array _queue; void clearSounds(); void playSound(Resource *res, int priority, bool loop, int soundIndex = -1); bool isSoundQueued(int soundId) const; public: Common::Array _soundTable; bool _playingSound; public: SoundManager(AccessEngine *vm, Audio::Mixer *mixer); ~SoundManager(); void loadSoundTable(int idx, int fileNum, int subfile, int priority = 1); void playSound(int soundIndex, bool loop = false); void checkSoundQueue(); bool isSFXPlaying(); Resource *loadSound(int fileNum, int subfile); void loadSounds(Common::Array &sounds); void stopSound(); void freeSounds(); }; class MusicManager : public Audio::MidiPlayer { private: AccessEngine *_vm; Resource *_tempMusic; // MidiDriver_BASE interface implementation virtual void send(uint32 b); public: Resource *_music; bool _byte1F781; public: MusicManager(AccessEngine *vm); ~MusicManager(); void midiPlay(); bool checkMidiDone(); void midiRepeat(); void stopSong(); void newMusic(int musicId, int mode); void freeMusic(); void loadMusic(int fileNum, int subfile); void loadMusic(FileIdent file); void setLoop(bool loop); }; } // End of namespace Access #endif /* ACCESS_SOUND_H*/