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/* 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 code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_MUSIC_H
#define LAB_MUSIC_H
#include "common/file.h"
#include "audio/mixer.h"
#include "audio/audiostream.h"
namespace Lab {
class LabEngine;
//---------------------------
//----- From LabMusic.c -----
//---------------------------
#define MAXBUFFERS 5
class Music {
private:
LabEngine *_vm;
Common::File *_file;
Common::File *_tFile;
bool _doReset;
bool _musicOn;
bool _musicPaused;
bool _oldMusicOn;
uint16 _lastMusicRoom ;
uint32 _tLeftInFile;
uint32 _leftInFile;
Audio::SoundHandle _musicHandle;
Audio::SoundHandle _sfxHandle;
Audio::QueuingAudioStream *_queuingAudioStream;
private:
void fillbuffer(byte *musicBuffer);
uint16 getPlayingBufferCount();
/**
* Pauses the background music.
*/
void pauseBackMusic();
void readSound(bool waitTillFinished, Common::File *file);
/**
* Starts up the music initially.
*/
void startMusic(bool restartFl);
public:
bool _loopSoundEffect;
public:
Music(LabEngine *vm);
/**
* Changes the background music to something else.
*/
void changeMusic(const Common::String filename);
/**
* Checks the music that should be playing in a particular room.
*/
void checkRoomMusic();
/**
* Frees up the music buffers and closes the file.
*/
void freeMusic();
/**
* Initializes the music buffers.
*/
bool initMusic(const Common::String filename);
bool isSoundEffectActive() const;
void playSoundEffect(uint16 sampleSpeed, uint32 length, Common::File *dataFile);
/**
* Reads in a music file. Ignores any graphics.
*/
bool readMusic(const Common::String filename, bool waitTillFinished);
/**
* Changes the background music to the original piece playing.
*/
void resetMusic();
/**
* Resumes the paused background music.
*/
void resumeBackMusic();
/**
* Turns the music on and off.
*/
void setMusic(bool on);
void setMusicReset(bool reset) { _doReset = reset; }
void stopSoundEffect();
/**
* Figures out which buffer is currently playing based on messages sent to
* it from the Audio device.
*/
void updateMusic();
};
} // End of namespace Lab
#endif // LAB_MUSIC_H
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