/* 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 SCUMM_PLAYER_NES_H #define SCUMM_PLAYER_NES_H #include "common/scummsys.h" #include "scumm/music.h" #include "sound/audiostream.h" #include "sound/mixer.h" namespace Scumm { class ScummEngine; namespace APUe { class APU; } static const int MAXVOLUME = 0x7F; static const int NUMSLOTS = 3; static const int NUMCHANS = 4; /** * Scumm NES sound/music driver. */ class Player_NES : public Audio::AudioStream, public MusicEngine { public: Player_NES(ScummEngine *scumm, Audio::Mixer *mixer); virtual ~Player_NES(); virtual void setMusicVolume(int vol); virtual void startSound(int sound); virtual void stopSound(int sound); virtual void stopAllSounds(); virtual int getSoundStatus(int sound) const; // AudioStream API int readBuffer(int16 *buffer, const int numSamples); bool isStereo() const { return false; } bool endOfData() const { return false; } int getRate() const { return _sample_rate; } private: void sound_play(); void playSFX(int nr); void playMusic(); byte fetchSoundByte(int nr); void chainCommand(int chan); void checkSilenceChannels(int chan); void APU_writeChannel(int chan, int offset, byte value); void APU_writeControl(byte value); byte APU_readStatus(); void do_mix(int16 *buf, uint len); ScummEngine *_vm; Audio::Mixer *_mixer; Audio::SoundHandle _soundHandle; APUe::APU *_apu; int _sample_rate; int _samples_per_frame; int _current_sample; int _maxvol; struct slot { int framesleft; int id; int type; byte *data; int offset; } _slot[NUMSLOTS]; struct mchan { int command; int framedelay; int pitch; int volume; int voldelta; int envflags; int cmdlock; } _mchan[NUMCHANS]; bool isSFXplaying, wasSFXplaying; byte *dataStart; int numNotes; byte *auxData1; byte *auxData2; byte *soundptr; }; } // End of namespace Scumm #endif