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
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
|
/* 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 MOHAWK_RIVEN_SOUND_H
#define MOHAWK_RIVEN_SOUND_H
#include "common/array.h"
#include "common/str.h"
#include "audio/mixer.h"
namespace Audio {
class RewindableAudioStream;
}
namespace Mohawk {
class MohawkEngine;
class RivenSound;
/**
* Ambient sound list
*/
struct SLSTRecord {
uint16 index;
Common::Array<uint16> soundIds;
uint16 fadeFlags;
uint16 loop;
uint16 globalVolume;
uint16 u0;
uint16 suspend;
Common::Array<uint16> volumes;
Common::Array<int16> balances;
Common::Array<uint16> u2;
};
/**
* Sound manager for Riven
*
* The sound manager can play simulteaneously:
* - An effect sound
* - A list of ambient sounds
*
* The list of ambient sounds can be cross faded
* with the previously running ambient sounds.
*/
class RivenSoundManager {
public:
RivenSoundManager(MohawkEngine *vm);
~RivenSoundManager();
/**
* Play an effect sound
*
* @param id Sound ID in the stack
* @param volume Playback volume, between 0 and 255
* @param playOnDraw Start playing when the current card is drawn instead of immediately
*/
void playSound(uint16 id, uint16 volume = 255, bool playOnDraw = false);
/** Play an effect sound by its resource name */
void playSound(const Common::String &name, uint16 volume = 255, bool playOnDraw = false);
/** Start playing the scheduled on-draw effect sound, if any. Called by the GraphicsManager. */
void triggerDrawSound();
/** Is an effect sound currently playing? */
bool isEffectPlaying() const;
/** Stop playing the current effect sound, if any */
void stopSound();
/** Start playing an ambient sound list */
void playSLST(const SLSTRecord &slstRecord);
/** Stop playing the current ambient sounds */
void stopAllSLST(bool fade = false);
/** Update the ambient sounds for fading. Called once per frame. */
void updateSLST();
private:
struct AmbientSound {
RivenSound *sound;
uint16 targetVolume;
int16 targetBalance;
AmbientSound();
};
struct AmbientSoundList {
bool fading;
bool suspend;
Common::Array<AmbientSound> sounds;
AmbientSoundList();
};
enum FadeFlags {
kFadeOutPreviousSounds = 1,
kFadeInNewSounds = 2
};
MohawkEngine *_vm;
int16 _mainAmbientSoundId;
AmbientSoundList _ambientSounds;
AmbientSoundList _previousAmbientSounds;
uint32 _nextFadeUpdate;
RivenSound *_effect;
bool _effectPlayOnDraw;
Audio::RewindableAudioStream *makeAudioStream(uint16 id);
// Ambient sound management
void addAmbientSounds(const SLSTRecord &record);
void playAmbientSounds();
void pauseAmbientSounds();
void moveAmbientSoundsToPreviousSounds();
void freePreviousAmbientSounds();
// Ambient sound fading
void setTargetVolumes(const SLSTRecord &record);
void applyTargetVolumes();
void startFadingAmbientSounds(uint16 flags);
void fadeAmbientSoundList(AmbientSoundList &list);
bool fadeVolume(AmbientSound &ambientSound);
bool fadeBalance(AmbientSound &ambientSound);
void setAmbientLooping(bool loop);
};
/**
* A sound used internally by the SoundManager
*/
class RivenSound {
public:
RivenSound(MohawkEngine *vm, Audio::RewindableAudioStream *rewindStream);
~RivenSound();
/** Start playing the sound stream passed to the constructor */
void play();
/** Is the sound currently playing ar paused? */
bool isPlaying() const;
/** Pause the playback, the play method resumes */
void pause();
/** Get the current volume */
uint16 getVolume() const;
/** Change the playback volume */
void setVolume(uint16 volume);
/** Get the current balance */
int16 getBalance() const;
/** Change the balance */
void setBalance(int16 balance);
/** Set the sound to indefinitely loop. Must be called before startting the playback */
void setLooping(bool loop);
private:
static byte convertVolume(uint16 volume);
static int8 convertBalance(int16 balance);
MohawkEngine *_vm;
Audio::SoundHandle _handle;
Audio::RewindableAudioStream *_stream;
uint16 _volume;
int16 _balance;
bool _looping;
};
} // End of namespace Mohawk
#endif
|