/* 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 TITANIC_MUSIC_ROOM_INSTRUMENT_H #define TITANIC_MUSIC_ROOM_INSTRUMENT_H #include "common/array.h" #include "titanic/support/string.h" namespace Titanic { enum MusicWaveInstrument { MV_PIANO = 0, MV_BASS = 1, MV_BELLS = 2, MV_SNAKE = 3 }; class CProjectItem; class CSoundManager; class CWaveFile; class CGameObject; class CMusicRoomInstrument { struct CInstrumentWaveFile { CWaveFile *_waveFile; int _value; CInstrumentWaveFile() : _waveFile(nullptr), _value(0) {} }; private: static bool _pianoToggle; static int _pianoCtr; static int _bassCtr; static byte *_buffer; static double *_array; static int _arrayIndex; private: CSoundManager *_soundManager; Common::Array _items; MusicWaveInstrument _instrument; CProjectItem *_project; CGameObject *_gameObjects[4]; int _waveIndex; int _readPos; int _readIncrement; uint _size; uint _count; int _field4C; private: /** * Loads the specified wave file, and returns a CWaveFile instance for it */ CWaveFile *createWaveFile(const CString &name); /** * Sets up an array used for figuring out the sequence in which to * play the different wave files for each instrument to give the * music based on the console's settings */ void setupArray(int minVal, int maxVal); public: double _insStartTime; public: /** * Handles initialization of static fields */ static void init(); /** * Deinitialization of static fields */ static void deinit(); public: CMusicRoomInstrument(CProjectItem *project, CSoundManager *soundManager, MusicWaveInstrument instrument); /** * Sets the maximum number of allowed files that be defined */ void setFilesCount(uint count); /** * Loads a new file into the list of available entries */ void load(int index, const CString &filename, int v3); /** * Starts the music and associated animations */ void start(); /** * Stops the music and associated animations */ void stop(); /** * Handles regular updates of the instrument, allowing associated * objects to start animations as the music is played */ void update(int val); /** * Clear the instrument */ void clear(); /** * Resets the instrument, and sets the maximum for how much data can * be read from the wave files during each read action */ void reset(uint total); /** * If there is any wave file currently specified, reads it in * and merges it into the supplied buffer */ int read(int16 *ptr, uint size); /** * Figure out which wave file to use next */ void chooseWaveFile(int index, int freq); }; } // End of namespace Titanic #endif /* TITANIC_MUSIC_ROOM_INSTRUMENT_H */