/* 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_SOUND_H #define SHERLOCK_SOUND_H #include "common/scummsys.h" #include "common/str.h" #include "audio/mixer.h" #include "access/files.h" namespace Sherlock { class SherlockEngine; enum WaitType { WAIT_RETURN_IMMEDIATELY = 0, WAIT_FINISH = 1, WAIT_KBD_OR_FINISH = 2 }; #define MAX_MIXER_CHANNELS 10 class Sound { private: SherlockEngine *_vm; Audio::Mixer *_mixer; Audio::SoundHandle _scalpelEffectsHandle; Audio::SoundHandle _aiffHandle; Audio::SoundHandle _tattooEffectsHandle[MAX_MIXER_CHANNELS]; Audio::SoundHandle _speechHandle; int _curPriority; /** * Decode a sound sample */ byte decodeSample(byte sample, byte& reference, int16& scale); /** * Handle playing a sound or speech */ bool playSoundResource(const Common::String &name, const Common::String &libFilename, Audio::Mixer::SoundType soundType, Audio::SoundHandle &handle); /** * Form a filename from a passed sound resource name */ Common::String formFilename(const Common::String &name); public: bool _digitized; int _voices; bool _soundOn; bool _speechOn; bool _soundPlaying; bool _speechPlaying; int _soundVolume; Common::String _talkSoundFile; public: Sound(SherlockEngine *vm, Audio::Mixer *mixer); /** * Saves sound-related settings */ void syncSoundSettings(); /** * Load a sound */ void loadSound(const Common::String &name, int priority); /** * Play the sound in the specified resource */ bool playSound(const Common::String &name, WaitType waitType, int priority = 100, const char *libraryFilename = nullptr); /** * Play the specified AIFF file. (Used for the 3DO Scalpel intro.) */ void playAiff(const Common::String &name, int volume = Audio::Mixer::kMaxChannelVolume, bool loop = false); /** * Stop the AIFF sound that was started with playAiff(). */ void stopAiff(); /** * Play a previously loaded sound */ void playLoadedSound(int bufNum, WaitType waitType); /** * Free any previously loaded sounds */ void freeLoadedSounds(); /** * Stop playing any active sound */ void stopSound(); void freeDigiSound(); /** * Return a sound handle to use */ Audio::SoundHandle &getFreeSoundHandle(); /** * Set the volume */ void setVolume(int volume); /** * Play a specified voice resource */ void playSpeech(const Common::String &name); /** * Stop any currently playing speech */ void stopSpeech(); /** * Returns true if speech is currently playing */ bool isSpeechPlaying(); }; } // End of namespace Sherlock #endif