/* 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_AUDIO_MIXER_H #define BLADERUNNER_AUDIO_MIXER_H #include "audio/audiostream.h" #include "audio/mixer.h" #include "common/mutex.h" namespace BladeRunner { class BladeRunnerEngine; class AudioMixer { static const int kChannels = 15; // original was 9; static const int kUsableChannels = 14; // original was 8; static const int kMusicChannel = 14; // original was 8; static const int kUpdatesPerSecond = 40; struct Channel { bool isPresent; int priority; bool loop; Audio::SoundHandle handle; Audio::AudioStream *stream; float volume; float volumeDelta; float volumeTarget; float pan; float panDelta; float panTarget; void (*endCallback)(int channel, void *data); void *callbackData; }; BladeRunnerEngine *_vm; Channel _channels[kChannels]; Common::Mutex _mutex; public: AudioMixer(BladeRunnerEngine *vm); ~AudioMixer(); int play(Audio::Mixer::SoundType type, Audio::RewindableAudioStream *stream, int priority, bool loop, int volume, int pan, void(*endCallback)(int, void *), void *callbackData); int playMusic(Audio::RewindableAudioStream *stream, int volume, void(*endCallback)(int, void *), void *callbackData); void stop(int channel, int delay); void adjustVolume(int channel, int newVolume, int time); void adjustPan(int channel, int newPan, int time); void resume(int channel, int delay); void pause(int channel, int delay); private: int playInChannel(int channel, Audio::Mixer::SoundType type, Audio::RewindableAudioStream *stream, int priority, bool loop, int volume, int pan, void(*endCallback)(int, void *), void *callbackData); bool isActive(int channel) const; void tick(); static void timerCallback(void *refCon); }; } // End of namespace BladeRunner #endif