/* 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 MOHAWK_RIVEN_SOUND_H #define MOHAWK_RIVEN_SOUND_H #include "common/array.h" #include "common/str.h" #include "audio/mixer.h" namespace Audio { class RewindableAudioStream; } namespace Mohawk { class MohawkEngine_Riven; class RivenSound; /** * Ambient sound list */ struct SLSTRecord { uint16 index; Common::Array soundIds; uint16 fadeFlags; uint16 loop; uint16 globalVolume; uint16 u0; uint16 suspend; Common::Array volumes; Common::Array balances; Common::Array u2; }; /** * Sound manager for Riven * * The sound manager can play simulteaneously: * - An effect sound * - A list of ambient sounds * * The list of ambient sounds can be cross faded * with the previously running ambient sounds. */ class RivenSoundManager { public: explicit RivenSoundManager(MohawkEngine_Riven *vm); ~RivenSoundManager(); /** * Play an effect sound * * @param id Sound ID in the stack * @param volume Playback volume, between 0 and 255 * @param playOnDraw Start playing when the current card is drawn instead of immediately */ void playSound(uint16 id, uint16 volume = 255, bool playOnDraw = false); /** Play an effect sound by its resource name */ void playCardSound(const Common::String &name, uint16 volume = 255, bool playOnDraw = false); /** Start playing the scheduled on-draw effect sound, if any. Called by the GraphicsManager. */ void triggerDrawSound(); /** Is an effect sound currently playing? */ bool isEffectPlaying() const; /** Stop playing the current effect sound, if any */ void stopSound(); /** Start playing an ambient sound list */ void playSLST(const SLSTRecord &slstRecord); /** Stop playing the current ambient sounds */ void stopAllSLST(bool fade = false); /** Update the ambient sounds for fading. Called once per frame. */ void updateSLST(); private: struct AmbientSound { RivenSound *sound; uint16 targetVolume; int16 targetBalance; AmbientSound(); }; struct AmbientSoundList { bool fading; bool suspend; Common::Array sounds; AmbientSoundList(); }; enum FadeFlags { kFadeOutPreviousSounds = 1, kFadeInNewSounds = 2 }; MohawkEngine_Riven *_vm; int16 _mainAmbientSoundId; AmbientSoundList _ambientSounds; AmbientSoundList _previousAmbientSounds; uint32 _nextFadeUpdate; RivenSound *_effect; bool _effectPlayOnDraw; Audio::RewindableAudioStream *makeAudioStream(uint16 id); // Ambient sound management void addAmbientSounds(const SLSTRecord &record); void playAmbientSounds(); void pauseAmbientSounds(); void moveAmbientSoundsToPreviousSounds(); void freePreviousAmbientSounds(); // Ambient sound fading void setTargetVolumes(const SLSTRecord &record); void applyTargetVolumes(); void startFadingAmbientSounds(uint16 flags); void fadeAmbientSoundList(AmbientSoundList &list); bool fadeVolume(AmbientSound &ambientSound); bool fadeBalance(AmbientSound &ambientSound); void setAmbientLooping(bool loop); }; /** * A sound used internally by the SoundManager */ class RivenSound { public: RivenSound(MohawkEngine_Riven *vm, Audio::RewindableAudioStream *rewindStream, Audio::Mixer::SoundType mixerType); ~RivenSound(); /** Start playing the sound stream passed to the constructor */ void play(); /** Is the sound currently playing ar paused? */ bool isPlaying() const; /** Pause the playback, the play method resumes */ void pause(); /** Get the current volume */ uint16 getVolume() const; /** Change the playback volume */ void setVolume(uint16 volume); /** Get the current balance */ int16 getBalance() const; /** Change the balance */ void setBalance(int16 balance); /** Set the sound to indefinitely loop. Must be called before starting the playback */ void setLooping(bool loop); private: static byte convertVolume(uint16 volume); static int8 convertBalance(int16 balance); MohawkEngine_Riven *_vm; Audio::SoundHandle _handle; Audio::Mixer::SoundType _mixerType; Audio::RewindableAudioStream *_stream; uint16 _volume; int16 _balance; bool _looping; }; } // End of namespace Mohawk #endif