aboutsummaryrefslogtreecommitdiff
path: root/engines/access/sound.h
blob: d75540dd13b342d775c946e6f75d4ce116b679fe (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
/* 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 ACCESS_SOUND_H
#define ACCESS_SOUND_H

#include "common/scummsys.h"
#include "access/files.h"
#include "audio/midiplayer.h"

#define MAX_SOUNDS 20

namespace Audio {
class AudioStream;
class SoundHandle;
}

namespace Access {

class AccessEngine;

struct SoundEntry {
	Resource *_res;
	int _priority;

	SoundEntry() { _res = nullptr; _priority = 0; }
	SoundEntry(Resource *res, int priority) { _res = res; _priority = priority; }
};

class SoundManager {
	struct QueuedSound {
		Audio::AudioStream *_stream;
		int _soundId;

		QueuedSound() : _stream(nullptr), _soundId(-1) {}
		QueuedSound(Audio::AudioStream *stream, int soundId) : _stream(stream), _soundId(soundId) {}
	};
private:
	AccessEngine *_vm;
	Audio::Mixer *_mixer;
	Audio::SoundHandle *_effectsHandle;
	Common::Array<QueuedSound> _queue;

	void clearSounds();

	void playSound(Resource *res, int priority, bool loop, int soundIndex = -1);

	bool isSoundQueued(int soundId) const;
public:
	Common::Array<SoundEntry> _soundTable;
	bool _playingSound;
public:
	SoundManager(AccessEngine *vm, Audio::Mixer *mixer);
	~SoundManager();

	void loadSoundTable(int idx, int fileNum, int subfile, int priority = 1);

	void playSound(int soundIndex, bool loop = false);
	void checkSoundQueue();
	bool isSFXPlaying();

	Resource *loadSound(int fileNum, int subfile);
	void loadSounds(Common::Array<RoomInfo::SoundIdent> &sounds);

	void stopSound();
	void freeSounds();
};

class MusicManager : public Audio::MidiPlayer {
private:
	AccessEngine *_vm;

	Resource *_tempMusic;

	// MidiDriver_BASE interface implementation
	virtual void send(uint32 b);

public:
	Resource *_music;
	bool _byte1F781;

public:
	MusicManager(AccessEngine *vm);
	~MusicManager();

	void midiPlay();

	bool checkMidiDone();

	void midiRepeat();

	void stopSong();

	void newMusic(int musicId, int mode);

	void freeMusic();

	void loadMusic(int fileNum, int subfile);
	void loadMusic(FileIdent file);

	void setLoop(bool loop);
};
} // End of namespace Access

#endif /* ACCESS_SOUND_H*/