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
125
126
127
128
129
130
131
|
/* 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 BLADERUNNER_AMBIENT_SOUNDS_H
#define BLADERUNNER_AMBIENT_SOUNDS_H
#include "audio/audiostream.h"
namespace BladeRunner {
class BladeRunnerEngine;
class AmbientSounds {
struct NonLoopingSound {
bool isActive;
char name[13];
int32 hash;
int32 audioPlayerTrack;
int32 timeMin;
int32 timeMax;
uint32 nextPlayTime;
int32 volumeMin;
int32 volumeMax;
int32 volume;
int32 panStartMin;
int32 panStartMax;
int32 panEndMin;
int32 panEndMax;
int32 priority;
};
struct LoopingSound {
bool isActive;
char name[13];
int32 hash;
int audioPlayerTrack;
int32 volume;
int pan;
};
BladeRunnerEngine *_vm;
NonLoopingSound *_nonLoopingSounds;
LoopingSound *_loopingSounds;
int _ambientVolume;
public:
AmbientSounds(BladeRunnerEngine *vm);
~AmbientSounds();
void addSound(
int sfxId,
int timeMin, int timeMax,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk
);
void removeNonLoopingSound(int sfxId, bool stopPlaying);
void removeAllNonLoopingSounds(bool stopPlaying);
void addSpeech(
int actorId, int sentenceId,
int timeMin, int timeMax,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk);
void playSound(int sfxId, int volume, int panStart, int panEnd, int priority);
void addLoopingSound(int sfxId, int volume, int pan, int delay);
void adjustLoopingSound(int sfxId, int volume, int pan, int delay);
// it seems there is little confusion in original code about delay parameter,
// sometimes it is used as boolean in same way as stopPlaying from non looping
void removeLoopingSound(int sfxId, int delay);
void removeAllLoopingSounds(int delay);
void tick();
// setVolume
// getVolume
private:
int findAvailableNonLoopingTrack();
int findNonLoopingTrackByHash(int32 hash);
int findAvailableLoopingTrack();
int findLoopingTrackByHash(int32 hash);
// stopNonLoopingTrack
// stopLoopingTrack
// saveToSaveGame
// initFromSaveGame
// addSoundByName
// playVolumeAdjustSound
void addSoundByName(
const char *name,
int timeMin, int timeMax,
int volumeMin, int volumeMax,
int panStartMin, int panStartMax,
int panEndMin, int panEndMax,
int priority, int unk);
void removeNonLoopingSoundByIndex(int index, bool stopPlaying);
void removeLoopingSoundByIndex(int index, int delay);
};
} // End of namespace BladeRunner
#endif
|