/* 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 #include "sword25/kernel/common.h" #include "sword25/kernel/resservice.h" #include "sword25/kernel/persistable.h" #include "audio/audiostream.h" #include "audio/mixer.h" namespace Sword25 { #define SOUND_HANDLES 32 enum sndHandleType { kFreeHandle, kEffectHandle, kVoiceHandle }; struct SndHandle { Audio::SoundHandle handle; sndHandleType type; }; class SoundEngine : public ResourceService, public Persistable { public: 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); SoundEngine(Kernel *pKernel); ~SoundEngine() {} /** * 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. */ bool init(uint sampleRate, uint channels = 32); /** * 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. */ void update(); /** * 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 */ void setVolume(float volume, SOUND_TYPES type); /** * 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). */ float getVolume(SOUND_TYPES type); /** * Pauses all the sounds that are playing. */ void pauseAll(); /** * Resumes all currently stopped sounds */ void resumeAll(); /** * Pauses all sounds of a given layer. * @param Layer The Sound Layer */ void pauseLayer(uint layer); /** * Resumes all the sounds in a layer that was previously stopped with PauseLayer() * @param Layer The Sound Layer */ void resumeLayer(uint layer); /** * 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. */ 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); /** * 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. */ 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); /** * Sets the volume of a playing sound * @param Handle The sound handle * @param Volume The volume of the sound (0 = off, 1 = full volume) */ void setSoundVolume(uint handle, float volume); /** * Sets the panning of a playing sound * @param Handle The sound handle * @param Pan Panning (-1 = full left, 1 = right) */ void setSoundPanning(uint handle, float pan); /** * Pauses a playing sound * @param Handle The sound handle */ void pauseSound(uint handle); /** * Resumes a paused sound * @param Handle The sound handle */ void resumeSound(uint handle); /** * Stops a playing sound * @param Handle The sound handle * @remark Calling this method invalidates the passed handle; it can no longer be used. */ void stopSound(uint handle); /** * Returns whether a sound is paused * @param Handle The sound handle * @return Returns true if the sound is paused, false otherwise. */ bool isSoundPaused(uint handle); /** * Returns whether a sound is still playing. * @param Handle The sound handle * @return Returns true if the sound is playing, false otherwise. */ bool isSoundPlaying(uint handle); /** * Returns the volume of a playing sound (0 = off, 1 = full volume) */ float getSoundVolume(uint handle); /** * Returns the panning of a playing sound (-1 = full left, 1 = right) */ float getSoundPanning(uint handle); Resource *loadResource(const Common::String &fileName); bool canLoadResource(const Common::String &fileName); bool persist(OutputPersistenceBlock &writer); bool unpersist(InputPersistenceBlock &reader); private: bool registerScriptBindings(); SndHandle *getHandle(uint *id); private: Audio::Mixer *_mixer; SndHandle _handles[SOUND_HANDLES]; }; } // End of namespace Sword25 #endif