/* 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 AGOS_SOUND_H #define AGOS_SOUND_H #include "audio/audiostream.h" #include "audio/mixer.h" #include "agos/intern.h" #include "common/str.h" namespace Common { class File; } namespace AGOS { class BaseSound; class AGOSEngine; class Sound { private: AGOSEngine *_vm; Audio::Mixer *_mixer; BaseSound *_voice; BaseSound *_effects; bool _effectsPaused; bool _ambientPaused; bool _sfx5Paused; uint16 *_filenums; uint32 *_offsets; uint16 _lastVoiceFile; Audio::SoundHandle _voiceHandle; Audio::SoundHandle _effectsHandle; Audio::SoundHandle _ambientHandle; Audio::SoundHandle _sfx5Handle; bool _hasEffectsFile; bool _hasVoiceFile; uint16 _ambientPlaying; // Personal Nightmare specfic byte *_soundQueuePtr; uint16 _soundQueueNum; uint32 _soundQueueSize; uint16 _soundQueueFreq; public: Sound(AGOSEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer); ~Sound(); enum TypeFlags { TYPE_AMBIENT = 1 << 0, TYPE_SFX = 1 << 1, TYPE_SFX5 = 1 << 2 }; protected: void loadVoiceFile(const GameSpecificSettings *gss); void loadSfxFile(const GameSpecificSettings *gss); public: void readSfxFile(const Common::String &filename); void loadSfxTable(const char *gameFilename, uint32 base); void readVoiceFile(const Common::String &filename); void playVoice(uint sound); void playEffects(uint sound); void playAmbient(uint sound); // Personal Nightmare specfic void handleSoundQueue(); void queueSound(byte *ptr, uint16 sound, uint32 size, uint16 freq); // Elvira 1/2 and Waxworks specific void playRawData(byte *soundData, uint sound, uint size, uint freq); // Feeble Files specific void playAmbientData(byte *soundData, uint sound, uint pan, uint vol); void playSfxData(byte *soundData, uint sound, uint pan, uint vol); void playSfx5Data(byte *soundData, uint sound, uint pan, uint vol); void playSoundData(Audio::SoundHandle *handle, byte *soundData, uint sound, int pan = 0, int vol = 0, bool loop = false); void playVoiceData(byte *soundData, uint sound); void switchVoiceFile(const GameSpecificSettings *gss, uint disc); bool hasVoice() const; bool isSfxActive() const; bool isVoiceActive() const; void stopAllSfx(); void stopSfx(); void stopSfx5(); void stopVoice(); void stopAll(); void effectsPause(bool b); void ambientPause(bool b); }; } // End of namespace AGOS #endif