/* 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. * */ #include "titanic/sound/sound.h" #include "titanic/game_manager.h" namespace Titanic { int CSoundItem::fn1() { // TODO return 0; } CSound::CSound(CGameManager *owner) : _gameManager(owner) { } void CSound::save(SimpleFile *file) const { _soundManager.save(file); } void CSound::load(SimpleFile *file) { _soundManager.load(file); } void CSound::preLoad() { _soundManager.preLoad(); if (_gameManager) _gameManager->_musicRoom.preLoad(); } void CSound::preEnterView(CViewItem *newView, bool isNewRoom) { warning("CSound::preEnterView"); } bool CSound::fn1(int val) { if (val == 0 || val == -1) { if (!_soundManager.proc14()) return true; } return false; } void CSound::fn2(int handle) { warning("TODO: CSound::fn3"); } void CSound::fn3(int handle, int val2, int val3) { warning("TODO: CSound::fn3"); } uint CSound::loadSound(const CString &name) { checkSounds(); // Check whether an entry for the given name is already active for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) { CSoundItem *soundItem = *i; if (soundItem->_name == name) { // Found it, so move it to the front of the list and return _sounds.remove(soundItem); _sounds.push_front(soundItem); return soundItem->_soundHandle; } } // Create new sound item CSoundItem *soundItem = new CSoundItem(name); soundItem->_soundHandle = _soundManager.loadSound(name); if (!soundItem->_soundHandle) { // Could load sound, so destroy new item and return delete soundItem; return 0; } // Add the item to the list of sounds _sounds.push_front(soundItem); // If there are more than 10 sounds loaded, remove the last one, // which is the least recently used of all of them if (_sounds.size() > 10) removeOldest(); return soundItem->_soundHandle; } void CSound::checkSounds() { for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) { CSoundItem *soundItem = *i; if (soundItem->_field24 && soundItem->_field28) { if (_soundManager.isActive(soundItem->_soundHandle)) { _sounds.remove(soundItem); delete soundItem; } } } } void CSound::removeOldest() { for (CSoundItemList::iterator i = _sounds.reverse_begin(); i != _sounds.end(); --i) { CSoundItem *soundItem = *i; if (soundItem->_field28 && !_soundManager.isActive(soundItem->_soundHandle)) { _sounds.remove(soundItem); delete soundItem; break; } } } CSoundItem *CSound::getTrueTalkSound(CDialogueFile *dialogueFile, int index) { warning("TODO: CSound::getTrueTalkSound"); return nullptr; } } // End of namespace Titanic z