/* 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. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ #ifndef SWORD25_FMODEXSOUND_H #define SWORD25_FMODEXSOUND_H #include "sword25/sfx/soundengine.h" namespace Sword25 { class FMODExSound : public SoundEngine { public: // ----------------------------------------------------------------------------- // Konstruktion / Destruktion // ----------------------------------------------------------------------------- FMODExSound(Kernel *pKernel); virtual ~FMODExSound(); bool Init(uint SampleRate, uint Channels = 32); void Update(); void SetVolume(float Volume, SOUND_TYPES Type); float GetVolume(SOUND_TYPES Type); void PauseAll(); void ResumeAll(); void PauseLayer(uint Layer); void ResumeLayer(uint Layer); bool PlaySound(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, uint Layer); uint PlaySoundEx(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, uint Layer); uint PlayDynamicSoundEx(DynamicSoundReadCallback ReadCallback, void *UserData, SOUND_TYPES Type, uint SampleRate, uint BitsPerSample, uint Channels, float Volume = 1.0f, float Pan = 0.0f, uint Layer = 0); void SetSoundVolume(uint Handle, float Volume); void SetSoundPanning(uint Handle, float Pan); void PauseSound(uint Handle); void ResumeSound(uint Handle); void StopSound(uint Handle); bool IsSoundPaused(uint Handle); bool IsSoundPlaying(uint Handle); float GetSoundVolume(uint Handle); float GetSoundPanning(uint Handle); float GetSoundTime(uint Handle); Resource *LoadResource(const Common::String &FileName); bool CanLoadResource(const Common::String &FileName); // ----------------------------------------------------------------------------- // Persistenz // ----------------------------------------------------------------------------- bool persist(OutputPersistenceBlock &writer); bool unpersist(InputPersistenceBlock &reader); #if 0 private: struct PlayingSoundData { PlayingSoundData() {}; PlayingSoundData(BS_Resource *ResourcePtr_, BS_FMODExChannel *ChannelPtr_, SOUND_TYPES Type_, uint Layer_, float Volume_, DynamicSoundReadCallback ReadCallback_ = 0, void *UserData_ = 0) : ResourcePtr(ResourcePtr_), ChannelPtr(ChannelPtr_), Type(Type_), Layer(Layer_), Volume(Volume_), ReadCallback(ReadCallback_), UserData(UserData_), Paused(false), PausedLayer(false), PausedGlobal(false) {} BS_Resource *ResourcePtr; BS_FMODExChannel *ChannelPtr; SOUND_TYPES Type; uint Layer; DynamicSoundReadCallback ReadCallback; void *UserData; float Volume; bool Paused; bool PausedLayer; bool PausedGlobal; }; typedef BS_Hashmap PSM; typedef BS_Hashmap::iterator PSM_ITER; typedef BS_Hashmap::const_iterator PSM_CONST_ITER; PSM m_PlayingSoundsMap; FMOD_SYSTEM *m_FMOD; float m_Volumes[3]; uint m_NextHandle; void RemoveInactiveSounds(); PlayingSoundData *GetPlayingSoundDataByHandle(uint Handle); uint PlaySoundInternal(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, uint Layer, uint Handle, uint Position); uint CountPlayingDynamicSounds(); static FMOD_RESULT F_CALLBACK FMODExDynamicSoundSetPosCallback(FMOD_SOUND *sound, int subsound, uint position, FMOD_TIMEUNIT postype); static FMOD_RESULT F_CALLBACK FMODExDynamicSoundReadCallback(FMOD_SOUND *sound, void *data, uint datalen); static FMOD_RESULT F_CALLBACK DSPReadCallback(FMOD_DSP_STATE *dsp_state, float *inbuffer, float *outbuffer, uint length, int inchannels, int outchannels); #endif }; } // End of namespace Sword25 #endif