/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/base/sound/base_sound.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/sound/base_sound_manager.h" #include "engines/wintermute/base/sound/base_sound_buffer.h" namespace Wintermute { IMPLEMENT_PERSISTENT(BaseSound, false) BaseSound::BaseSound(BaseGame *inGame) : BaseClass(inGame) { _sound = nullptr; _soundFilename = ""; _soundType = Audio::Mixer::kSFXSoundType; _soundStreamed = false; _soundLooping = false; _soundPlaying = false; _soundPaused = false; _soundFreezePaused = false; _soundPosition = 0; _soundPrivateVolume = 0; _soundLoopStart = 0; _sFXType = SFX_NONE; _sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0; } BaseSound::~BaseSound() { if (_sound) { _gameRef->_soundMgr->removeSound(_sound); } _sound = nullptr; } bool BaseSound::setSound(const Common::String &filename, Audio::Mixer::SoundType type, bool streamed) { if (_sound) { _gameRef->_soundMgr->removeSound(_sound); _sound = nullptr; } _soundFilename = Common::String(); // Set empty _sound = _gameRef->_soundMgr->addSound(filename, type, streamed); if (_sound) { _soundFilename = filename; _soundType = type; _soundStreamed = streamed; return STATUS_OK; } else { return STATUS_FAILED; } } bool BaseSound::setSoundSimple() { _sound = _gameRef->_soundMgr->addSound(_soundFilename, _soundType, _soundStreamed); if (_sound) { if (_soundPosition) { _sound->setPosition(_soundPosition); } _sound->setLooping(_soundLooping); _sound->setPrivateVolume(_soundPrivateVolume); _sound->setLoopStart(_soundLoopStart); _sound->_freezePaused = _soundFreezePaused; if (_soundPlaying) { return _sound->resume(); } else { return STATUS_OK; } } else { return STATUS_FAILED; } } uint32 BaseSound::getLength() { if (_sound) { return _sound->getLength(); } else { return 0; } } bool BaseSound::play(bool looping) { if (_sound) { _soundPaused = false; return _sound->play(looping, _soundPosition); } else { return STATUS_FAILED; } } bool BaseSound::stop() { if (_sound) { _soundPaused = false; return _sound->stop(); } else { return STATUS_FAILED; } } bool BaseSound::pause(bool freezePaused) { if (_sound) { _soundPaused = true; if (freezePaused) { _sound->_freezePaused = true; } return _sound->pause(); } else { return STATUS_FAILED; } } bool BaseSound::resume() { if (_sound && _soundPaused) { _soundPaused = false; return _sound->resume(); } else { return STATUS_FAILED; } } bool BaseSound::persist(BasePersistenceManager *persistMgr) { if (persistMgr->getIsSaving() && _sound) { _soundPlaying = _sound->isPlaying(); _soundLooping = _sound->_looping; _soundPrivateVolume = _sound->_privateVolume; if (_soundPlaying) { _soundPosition = _sound->getPosition(); } _soundLoopStart = _sound->_loopStart; _soundFreezePaused = _sound->_freezePaused; } if (persistMgr->getIsSaving()) { _sFXType = SFX_NONE; _sFXParam1 = _sFXParam2 = _sFXParam3 = _sFXParam4 = 0; } persistMgr->transferPtr(TMEMBER_PTR(_gameRef)); persistMgr->transferString(TMEMBER(_soundFilename)); persistMgr->transferBool(TMEMBER(_soundLooping)); persistMgr->transferBool(TMEMBER(_soundPaused)); persistMgr->transferBool(TMEMBER(_soundFreezePaused)); persistMgr->transferBool(TMEMBER(_soundPlaying)); persistMgr->transferUint32(TMEMBER(_soundPosition)); persistMgr->transferSint32(TMEMBER(_soundPrivateVolume)); persistMgr->transferBool(TMEMBER(_soundStreamed)); persistMgr->transferSint32(TMEMBER_INT(_soundType)); persistMgr->transferUint32(TMEMBER(_soundLoopStart)); return STATUS_OK; } bool BaseSound::isPlaying() { return _sound && _sound->isPlaying(); } bool BaseSound::isPaused() { return _sound && _soundPaused; } bool BaseSound::setPositionTime(uint32 time) { if (!_sound) { return STATUS_FAILED; } _soundPosition = time; bool ret = _sound->setPosition(_soundPosition); if (_sound->isPlaying()) { _soundPosition = 0; } return ret; } uint32 BaseSound::getPositionTime() { if (!_sound) { return 0; } if (!_sound->isPlaying()) { return 0; } else { return _sound->getPosition(); } } bool BaseSound::setVolumePercent(int percent) { if (!_sound) { return STATUS_FAILED; } else { return _sound->setPrivateVolume(percent * 255 / 100); } } bool BaseSound::setVolume(int volume) { if (!_sound) { return STATUS_FAILED; } else { return _sound->setPrivateVolume(volume); } } bool BaseSound::setPrivateVolume(int volume) { if (!_sound) { return STATUS_FAILED; } else { _sound->_privateVolume = volume; return STATUS_OK; } } int BaseSound::getVolumePercent() { if (!_sound) { return 0; } else { return _sound->_privateVolume * 100 / 255; } } int BaseSound::getVolume() { if (!_sound) { return 0; } else { return _sound->_privateVolume; } } bool BaseSound::setLoopStart(uint32 pos) { if (!_sound) { return STATUS_FAILED; } else { _sound->setLoopStart(pos); return STATUS_OK; } } bool BaseSound::setPan(float pan) { if (_sound) { return _sound->setPan(pan); } else { return STATUS_FAILED; } } bool BaseSound::applyFX(TSFXType type, float param1, float param2, float param3, float param4) { if (!_sound) { return STATUS_OK; } if (type != _sFXType || param1 != _sFXParam1 || param2 != _sFXParam2 || param3 != _sFXParam3 || param4 != _sFXParam4) { bool ret = _sound->applyFX(type, param1, param2, param3, param4); _sFXType = type; _sFXParam1 = param1; _sFXParam2 = param2; _sFXParam3 = param3; _sFXParam4 = param4; return ret; } return STATUS_OK; } } // End of namespace Wintermute