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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.
*
*/
#ifndef LASTEXPRESS_SOUND_ENTRY_H
#define LASTEXPRESS_SOUND_ENTRY_H
/*
Sound entry: 68 bytes (this is what appears in savegames)
uint32 {4} - status
uint32 {4} - type
uint32 {4} - blockCount
uint32 {4} - time
uint32 {4} - LastExpress_ADPCMStream::_volumeHoldBlocks
(useless since the target volume is not saved)
uint32 {4} - ?? [copy of a field below with no references]
uint32 {4} - entity
uint32 {4} - activate delay in sound ticks (30Hz timer)
uint32 {4} - priority
char {16} - name 1
char {16} - name 2
Sound queue entry: 120 bytes
uint16 {2} - status
byte {1} - type
byte {1} - ??
uint32 {4} - ??
uint32 {4} - currentDataPtr
uint32 {4} - soundData
uint32 {4} - currentBufferPtr
uint32 {4} - blockCount
uint32 {4} - time
uint32 {4} - size
uint32 {4} - ??
uint32 {4} - archive structure pointer
uint32 {4} - ??
uint32 {4} - LastExpress_ADPCMStream::_volumeHoldBlocks
(used for smooth change of volume)
uint32 {4} - ?? [no references except for save/load]
uint32 {4} - target value for smooth change of volume
uint32 {4} - base volume if NIS is playing
(the actual volume is reduced in half for non-NIS sounds;
this is used to restore the volume after NIS ends)
uint32 {4} - entity
uint32 {4} - activate time in sound ticks (30Hz timer)
uint32 {4} - priority
char {16} - name 1
char {16} - name 2
uint32 {4} - pointer to next entry in the queue
uint32 {4} - subtitle data pointer
*/
#include "lastexpress/data/snd.h"
#include "lastexpress/data/subtitle.h"
#include "lastexpress/shared.h"
#include "common/serializer.h"
namespace LastExpress {
class LastExpressEngine;
class SubtitleEntry;
//////////////////////////////////////////////////////////////////////////
// SoundEntry
//////////////////////////////////////////////////////////////////////////
class SoundEntry : Common::Serializable {
public:
SoundEntry(LastExpressEngine *engine);
~SoundEntry();
void open(Common::String name, SoundFlag flag, int priority);
void close();
void play();
void reset();
bool isFinished();
void setVolumeSmoothly(SoundFlag newVolume);
// setVolumeSmoothly() treats kVolumeNone in a special way;
// fade() terminates the stream after the transition
void fade() { setVolumeSmoothly(kVolumeNone); }
bool updateSound();
void adjustVolumeIfNISPlaying();
void setVolume(SoundFlag newVolume);
// activateDelay is measured in main ticks, 15Hz timer
void initDelayedActivate(unsigned activateDelay);
// Subtitles
void showSubtitle(Common::String filename);
// Serializable
void saveLoadWithSerializer(Common::Serializer &ser);
// Accessors
void addStatusFlag(SoundFlag flag) { _status |= flag; }
void setType(SoundType type) { _type = type; }
void setEntity(EntityIndex entity) { _entity = entity; }
uint32 getStatus() { return _status; }
SoundType getType() { return _type; }
uint32 getTime() { return _time; }
EntityIndex getEntity() { return _entity; }
uint32 getPriority() { return _priority; }
Common::String getName2() { return _name2; }
// Streams
SimpleSound *getSoundStream() { return _soundStream; }
private:
LastExpressEngine *_engine;
// _status field is a combination of bits from SoundFlag; writing
// _status = (SoundFlag)(_status | kSoundFlagXxx) instead of _status |= kSoundFlagXxx
// is irksome, so let's keep the type as uint32
uint32 _status;
SoundType _type; // int
//int _data;
//int _endOffset;
byte * _currentDataPtr;
//int _currentBufferPtr;
int _blockCount;
uint32 _time;
//int _size;
//int _field_28;
Common::SeekableReadStream *_stream; // The file stream
//int _archive;
int _field_34;
int _field_38;
int _volumeWithoutNIS;
EntityIndex _entity;
// The original game uses one variable _activateTime = _initTime + _activateDelay
// and measures everything in sound ticks (30Hz timer).
// We use milliseconds and two variables to deal with possible overflow
// (probably paranoid, but nothing really complicated).
uint32 _initTimeMS, _activateDelayMS;
uint32 _priority;
Common::String _name1; //char[16];
Common::String _name2; //char[16];
// original has pointer to the next structure in the list (not used)
SubtitleEntry *_subtitle;
// Sound buffer & stream
StreamedSound *_soundStream; // the filtered sound stream
void setType(SoundFlag flag);
void setupStatus(SoundFlag flag);
void loadStream(Common::String name);
};
//////////////////////////////////////////////////////////////////////////
// SubtitleEntry
//////////////////////////////////////////////////////////////////////////
class SubtitleEntry {
public:
SubtitleEntry(LastExpressEngine *engine);
~SubtitleEntry();
void load(Common::String filename, SoundEntry *soundEntry);
void loadData();
void draw();
void setupAndDraw();
void drawOnScreen();
// Accessors
uint32 getStatus() { return _status; }
SoundEntry *getSoundEntry() { return _sound; }
private:
LastExpressEngine *_engine;
Common::String _filename;
uint32 _status;
SoundEntry *_sound;
SubtitleManager *_data;
};
} // End of namespace LastExpress
#endif // LASTEXPRESS_SOUND_ENTRY_H
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