/* 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. * * $URL$ * $Id$ * */ #ifndef SCI_SOUNDCMD_H #define SCI_SOUNDCMD_H #include "sci/sci.h" // for USE_OLD_MUSIC_FUNCTIONS #include "common/list.h" #include "sci/engine/state.h" namespace Sci { class Console; class SciMusic; class SoundCommandParser; typedef void (SoundCommandParser::*SoundCommand)(reg_t obj, int16 value); struct MusicEntryCommand { MusicEntryCommand(const char *d, SoundCommand c) : sndCmd(c), desc(d) {} SoundCommand sndCmd; const char *desc; }; class SoundCommandParser { public: SoundCommandParser(ResourceManager *resMan, SegManager *segMan, AudioPlayer *audio, SciVersion soundVersion); ~SoundCommandParser(); #ifdef USE_OLD_MUSIC_FUNCTIONS void updateSfxState(SfxState *newState) { _state = newState; } #endif reg_t parseCommand(int argc, reg_t *argv, reg_t acc); void clearPlayList(); void syncPlayList(Common::Serializer &s); void reconstructPlayList(int savegame_version); void printPlayList(Console *con); void resetDriver(); #ifndef USE_OLD_MUSIC_FUNCTIONS /** * Synchronizes the current state of the music list to the rest of the engine, so that * the changes that the sound thread makes to the music are registered with the engine * scripts. In SCI0, we invoke this from kAnimate (which is called very often). SCI01 * and later have a specific callback function, cmdUpdateCues, which is called regularly * by the engine scripts themselves, so the engine itself polls for changes to the music */ void updateSci0Cues(); #endif private: Common::Array _soundCommands; ResourceManager *_resMan; SegManager *_segMan; #ifdef USE_OLD_MUSIC_FUNCTIONS SfxState *_state; int _midiCmd, _controller, _param; #else SciMusic *_music; #endif AudioPlayer *_audio; SciVersion _soundVersion; reg_t *_argv; // for cmdFadeSound uint32 _midiCommand; // for cmdSendMidi reg_t _acc; void cmdInitSound(reg_t obj, int16 value); void cmdPlaySound(reg_t obj, int16 value); void cmdDummy(reg_t obj, int16 value); void cmdMuteSound(reg_t obj, int16 value); void cmdPauseSound(reg_t obj, int16 value); void cmdResumeSound(reg_t obj, int16 value); void cmdStopSound(reg_t obj, int16 value); void cmdDisposeSound(reg_t obj, int16 value); void cmdMasterVolume(reg_t obj, int16 value); void cmdFadeSound(reg_t obj, int16 value); void cmdGetPolyphony(reg_t obj, int16 value); void cmdStopAllSounds(reg_t obj, int16 value); void cmdUpdateSound(reg_t obj, int16 value); void cmdUpdateCues(reg_t obj, int16 value); void cmdSendMidi(reg_t obj, int16 value); void cmdReverb(reg_t obj, int16 value); void cmdSetSoundHold(reg_t obj, int16 value); void cmdGetAudioCapability(reg_t obj, int16 value); void cmdSetSoundVolume(reg_t obj, int16 value); void cmdSetSoundPriority(reg_t obj, int16 value); void cmdSetSoundLoop(reg_t obj, int16 value); void cmdSuspendSound(reg_t obj, int16 value); #ifdef USE_OLD_MUSIC_FUNCTIONS void changeSoundStatus(reg_t obj, int newStatus); #endif }; } // End of namespace Sci #endif // SCI_SOUNDCMD_H