/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001-2003 The ScummVM project * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #ifndef SOUND_MIXER_H #define SOUND_MIXER_H #include "stdafx.h" #include "common/scummsys.h" #include "common/system.h" class AudioStream; class Channel; class File; class PlayingSoundHandle { friend class Channel; friend class SoundMixer; int val; int getIndex() const { return val - 1; } void setIndex(int i) { val = i + 1; } void resetIndex() { val = 0; } public: PlayingSoundHandle() { resetIndex(); } bool isActive() const { return val > 0; } }; class SoundMixer { public: typedef void PremixProc (void *param, int16 *data, uint len); enum { NUM_CHANNELS = 16 }; enum { FLAG_UNSIGNED = 1 << 0, /** unsigned samples (default: signed) */ FLAG_16BITS = 1 << 1, /** sound is 16 bits wide (default: 8bit) */ FLAG_LITTLE_ENDIAN = 1 << 2, /** sample is little endian (default: big endian) */ FLAG_STEREO = 1 << 3, /** sound is in stereo (default: mono) */ FLAG_REVERSE_STEREO = 1 << 4, /** reverse the left and right stereo channel */ FLAG_AUTOFREE = 1 << 5, /** sound buffer is freed automagically at the end of playing */ FLAG_LOOP = 1 << 6 /** loop the audio */ }; private: OSystem *_syst; OSystem::MutexRef _mutex; void *_premixParam; PremixProc *_premixProc; uint _outputRate; int _globalVolume; int _musicVolume; bool _paused; Channel *_channels[NUM_CHANNELS]; bool _mixerReady; public: SoundMixer(); ~SoundMixer(); /** * Is the mixer ready and setup? This may not be the case on systems which * don't support digital sound output. In that case, the mixer proc may * never be called. That in turn can cause breakage in games which use the * premix callback for syncing. In particular, the Adlib MIDI emulation... */ bool isReady() const { return _mixerReady; }; /** * Set the premix procedure. This is mainly used for the adlib music, but * is not limited to it. The premix proc is invoked by the mixer whenever * it needs to generate any data, before any other mixing takes place. The * premixer than has a chanve to fill the mix buffer with data (usually * music samples). It should generate the specified number of 16bit stereo * samples (i.e. len * 4 bytes). The endianess of these samples shall be * the native endianess. */ void setupPremix(PremixProc *proc, void *param); // start playing a raw sound void playRaw(PlayingSoundHandle *handle, void *sound, uint32 size, uint rate, byte flags, int id = -1, byte volume = 255, int8 pan = 0, uint32 loopStart = 0, uint32 loopEnd = 0); #ifdef USE_MAD void playMP3(PlayingSoundHandle *handle, File *file, uint32 size, byte volume = 255, int8 pan = 0, int id = -1); #endif #ifdef USE_VORBIS void playVorbis(PlayingSoundHandle *handle, File *file, uint32 size, byte volume = 255, int8 pan = 0, int id = -1); #endif void playInputStream(PlayingSoundHandle *handle, AudioStream *input, bool isMusic, byte volume = 255, int8 pan = 0, int id = -1, bool autofreeStream = true); /** Start a new stream. */ void newStream(PlayingSoundHandle *handle, uint rate, byte flags, uint32 buffer_size, byte volume = 255, int8 pan = 0); /** Append to an existing stream. */ void appendStream(PlayingSoundHandle handle, void *sound, uint32 size); /** * Mark a stream as finished. * Where stopHandle() would stop the sound immediately, when using this * method, the stream will first finish playing all its data before it * finally stops. */ void endStream(PlayingSoundHandle handle); /** stop all currently playing sounds */ void stopAll(); /** stop playing the sound with given ID */ void stopID(int id); /** stop playing the channel for the given handle */ void stopHandle(PlayingSoundHandle handle); /** pause/unpause all channels */ void pauseAll(bool paused); /** pause/unpause the sound with the given ID */ void pauseID(int id, bool paused); /** pause/unpause the channel for the given handle */ void pauseHandle(PlayingSoundHandle handle, bool paused); /** set the channel volume for the given handle (0 - 255) */ void setChannelVolume(PlayingSoundHandle handle, byte volume); /** set the channel pan for the given handle (-127 ... 0 ... 127) (left ... center ... right)*/ void setChannelPan(PlayingSoundHandle handle, int8 pan); /** Check whether any SFX channel is active.*/ bool hasActiveSFXChannel(); /** set the global volume, 0-256 */ void setVolume(int volume); /** query the global volume, 0-256 */ int getVolume() const { return _globalVolume; } /** set the music volume, 0-256 */ void setMusicVolume(int volume); /** query the music volume, 0-256 */ int getMusicVolume() const { return _musicVolume; } /** query the output rate in kHz */ uint getOutputRate() const { return _outputRate; } private: void insertChannel(PlayingSoundHandle *handle, Channel *chan); /** main mixer method */ void mix(int16 * buf, uint len); static void mixCallback(void *s, byte *samples, int len); }; #endif