/* 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 BLADERUNNER_AMBIENT_SOUNDS_H #define BLADERUNNER_AMBIENT_SOUNDS_H #include "audio/audiostream.h" namespace BladeRunner { class BladeRunnerEngine; class AmbientSounds { struct NonLoopingSound { bool isActive; char name[13]; int32 hash; int32 audioPlayerTrack; int32 timeMin; int32 timeMax; uint32 nextPlayTime; int32 volumeMin; int32 volumeMax; int32 volume; int32 panStartMin; int32 panStartMax; int32 panEndMin; int32 panEndMax; int32 priority; }; struct LoopingSound { bool isActive; char name[13]; int32 hash; int audioPlayerTrack; int32 volume; int pan; }; BladeRunnerEngine *_vm; NonLoopingSound *_nonLoopingSounds; LoopingSound *_loopingSounds; int _ambientVolume; public: AmbientSounds(BladeRunnerEngine *vm); ~AmbientSounds(); void addSound( int sfxId, int timeMin, int timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk ); void removeNonLoopingSound(int sfxId, bool stopPlaying); void removeAllNonLoopingSounds(bool stopPlaying); void addSpeech( int actorId, int sentenceId, int timeMin, int timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void playSound(int sfxId, int volume, int panStart, int panEnd, int priority); void addLoopingSound(int sfxId, int volume, int pan, int delay); void adjustLoopingSound(int sfxId, int volume, int pan, int delay); // it seems there is little confusion in original code about delay parameter, // sometimes it is used as boolean in same way as stopPlaying from non looping void removeLoopingSound(int sfxId, int delay); void removeAllLoopingSounds(int delay); void tick(); // setVolume // getVolume private: int findAvailableNonLoopingTrack(); int findNonLoopingTrackByHash(int32 hash); int findAvailableLoopingTrack(); int findLoopingTrackByHash(int32 hash); // stopNonLoopingTrack // stopLoopingTrack // saveToSaveGame // initFromSaveGame // addSoundByName // playVolumeAdjustSound void addSoundByName( const char *name, int timeMin, int timeMax, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void removeNonLoopingSoundByIndex(int index, bool stopPlaying); void removeLoopingSoundByIndex(int index, int delay); }; } // End of namespace BladeRunner #endif