/* 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 SHERLOCK_MUSIC_H #define SHERLOCK_MUSIC_H #include "audio/midiparser.h" #include "audio/mididrv.h" // for 3DO digital music #include "audio/mixer.h" #include "common/mutex.h" #include "common/str-array.h" namespace Sherlock { class SherlockEngine; class MidiParser_SH : public MidiParser { public: MidiParser_SH(); ~MidiParser_SH(); protected: Common::Mutex _mutex; void parseNextEvent(EventInfo &info); uint8 _beats; uint8 _lastEvent; byte *_data; byte *_trackEnd; public: bool loadMusic(byte *musData, uint32 musSize); virtual void unloadMusic(); private: byte *_musData; uint32 _musDataSize; }; class Music { private: SherlockEngine *_vm; Audio::Mixer *_mixer; MidiParser *_midiParser; MidiDriver *_midiDriver; Audio::SoundHandle _digitalMusicHandle; MusicType _musicType; byte *_midiMusicData; /** * Play the specified music resource */ bool playMusic(const Common::String &name); public: bool _musicPlaying; bool _musicOn; int _musicVolume; bool _midiOption; Common::String _currentSongName, _nextSongName; public: Music(SherlockEngine *vm, Audio::Mixer *mixer); ~Music(); /** * Saves sound-related settings */ void syncMusicSettings(); /** * Load a specified song */ bool loadSong(int songNumber); /** * Load a specified song */ bool loadSong(const Common::String &songName); /** * Start playing a song */ void startSong(); /** * Free any currently loaded song */ void freeSong(); /** * Stop playing the music */ void stopMusic(); bool isPlaying(); uint32 getCurrentPosition(); bool waitUntilMSec(uint32 msecTarget, uint32 maxMSec, uint32 additionalDelay, uint32 noMusicDelay); /** * Sets the volume of the MIDI music with a value ranging from 0 to 127 */ void setMusicVolume(int volume); /** * Gets the names of all the songs in the game. Used by the debugger. */ void getSongNames(Common::StringArray &songs); /** * Checks to see if the currently playing song has finished, then the music specified * in _nextSongName will be started */ void checkSongProgress(); }; } // End of namespace Sherlock #endif