/* 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 * */ /* * BS_SoundEngine * ------------- * This is the sound engine interface that contains all the methods a sound * engine must implement. * Implementations of the sound engine have to be derived from this class. * It should be noted that a sound engine must maintain a list of all the * samples it uses, and that these samples should be released when the * destructor is called. * * Autor: Malte Thiesen */ #ifndef SWORD25_SOUNDENGINE_H #define SWORD25_SOUNDENGINE_H // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/common.h" #include "sword25/kernel/resservice.h" #include "sword25/kernel/persistable.h" namespace Sword25 { // ----------------------------------------------------------------------------- // Class definitions // ----------------------------------------------------------------------------- class SoundEngine : public ResourceService, public Persistable { public: // ----------------------------------------------------------------------------- // Enums and Types // ----------------------------------------------------------------------------- enum SOUND_TYPES { MUSIC = 0, SPEECH = 1, SFX = 2 }; /** * The callback function of PlayDynamicSoundEx * @param UserData User-specified pointer * @param Data Pointer to the data buffer * @param DataLength Length of the data to be written in bytes */ typedef void (*DynamicSoundReadCallback)(void *UserData, void *Data, uint DataLength); // ----------------------------------------------------------------------------- // Constructor / destructor // ----------------------------------------------------------------------------- SoundEngine(Kernel *pKernel); virtual ~SoundEngine() {}; // -------------------------------------------------------------- // THIS METHOD MUST BE IMPLEMENTED BY THE SOUND ENGINE // -------------------------------------------------------------- /** * Initialises the sound engine * @param SampleRate Specifies the sample rate to use. * @param Channels The maximum number of channels. The default is 32. * @return Returns true on success, otherwise false. * @remark Calls to other methods may take place only if this * method was called successfully. */ virtual bool Init(uint SampleRate, uint Channels = 32) = 0; /** * Performs a "tick" of the sound engine * * This method should be called once per frame. It can be used by implementations * of the sound engine that are not running in their own thread, or to perform * additional administrative tasks that are needed. */ virtual void Update() = 0; /** * Sets the default volume for the different sound types * @param Volume The default volume level (0 = off, 1 = full volume) * @param Type The SoundType whose volume is to be changed */ virtual void SetVolume(float Volume, SOUND_TYPES Type) = 0; /** * Specifies the default volume of different sound types * @param Type The SoundType * @return Returns the standard sound volume for the given type * (0 = off, 1 = full volume). */ virtual float GetVolume(SOUND_TYPES Type) = 0; /** * Pauses all the sounds that are playing. */ virtual void PauseAll() = 0; /** * Resumes all currently stopped sounds */ virtual void ResumeAll() = 0; /** * Pauses all sounds of a given layer. * @param Layer The Sound Layer */ virtual void PauseLayer(uint Layer) = 0; /** * Resumes all the sounds in a layer that was previously stopped with PauseLayer() * @param Layer The Sound Layer */ virtual void ResumeLayer(uint Layer) = 0; /** * Plays a sound * @param FileName The filename of the sound to be played * @param Type The type of sound * @param Volume The volume of the sound (0 = off, 1 = full volume) * @param Pan Panning (-1 = full left, 1 = right) * @param Loop Indicates whether the sound should be looped * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start * of the sound is used. * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of * the sound is used. * @param Layer The sound layer * @return Returns true if the playback of the sound was started successfully. * @remark If more control is needed over the playing, eg. changing the sound parameters * for Volume and Panning, then PlaySoundEx should be used. */ virtual bool PlaySound(const Common::String &FileName, SOUND_TYPES Type, float Volume = 1.0f, float Pan = 0.0f, bool Loop = false, int LoopStart = -1, int LoopEnd = -1, uint Layer = 0) = 0; /** * Plays a sound * @param Type The type of sound * @param Volume The volume of the sound (0 = off, 1 = full volume) * @param Pan Panning (-1 = full left, 1 = right) * @param Loop Indicates whether the sound should be looped * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start * of the sound is used. * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of * the sound is used. * @param Layer The sound layer * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback. * @remark If more control is needed over the playing, eg. changing the sound parameters * for Volume and Panning, then PlaySoundEx should be used. */ virtual uint PlaySoundEx(const Common::String &FileName, SOUND_TYPES Type, float Volume = 1.0f, float Pan = 0.0f, bool Loop = false, int LoopStart = -1, int LoopEnd = -1, uint Layer = 0) = 0; /** * Plays a sound generated at runtime * @param ReadCallback A pointer to a callback function that is called when sound data is needed. * See the documentation for DynamicSoundReadCallback for more information. * @param UserData A pointer to the data. These are passed to the callback function each time. * If no such data is needed, this parameter can be set to NULL. * @param Type The type of sound * @param SampleRate The sample rate for the sound * @param BitsPerSample The size of the sample in bits. This statement is independant of the number of * channels. Allowed values are 8, 16, 24, and 32. * @param Channels The number of channels. Allowed values are 1 and 2. * @param Volume The volume of the sound (0 = off, 1 = full volume) * @param Pan Panning (-1 = full left, 1 = right) * @param Layer The sound layer * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback. * @remark Dynamic sounds cannot be persisted. */ virtual 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) = 0; /** * Sets the volume of a playing sound * @param Handle The sound handle * @param Volume The volume of the sound (0 = off, 1 = full volume) */ virtual void SetSoundVolume(uint Handle, float Volume) = 0; /** * Sets the panning of a playing sound * @param Handle The sound handle * @param Pan Panning (-1 = full left, 1 = right) */ virtual void SetSoundPanning(uint Handle, float Pan) = 0; /** * Pauses a playing sound * @param Handle The sound handle */ virtual void PauseSound(uint Handle) = 0; /** * Resumes a paused sound * @param Handle The sound handle */ virtual void ResumeSound(uint Handle) = 0; /** * Stops a playing sound * @param Handle The sound handle * @remark Calling this method invalidates the passed handle; it can no longer be used. */ virtual void StopSound(uint Handle) = 0; /** * Returns whether a sound is paused * @param Handle The sound handle * @return Returns true if the sound is paused, false otherwise. */ virtual bool IsSoundPaused(uint Handle) = 0; /** * Returns whether a sound is still playing. * @param Handle The sound handle * @return Returns true if the sound is playing, false otherwise. */ virtual bool IsSoundPlaying(uint Handle) = 0; /** * Returns the volume of a playing sound (0 = off, 1 = full volume) */ virtual float GetSoundVolume(uint Handle) = 0; /** * Returns the panning of a playing sound (-1 = full left, 1 = right) */ virtual float GetSoundPanning(uint Handle) = 0; /** * Returns the position within a playing sound in seconds */ virtual float GetSoundTime(uint Handle) = 0; private: bool _RegisterScriptBindings(); }; } // End of namespace Sword25 #endif