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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 NEVERHOOD_SOUND_H
#define NEVERHOOD_SOUND_H
#include "common/array.h"
#include "graphics/surface.h"
#include "neverhood/neverhood.h"
#include "neverhood/resource.h"
namespace Neverhood {
class MusicResource {
public:
MusicResource(NeverhoodEngine *vm);
bool isPlaying();
void load(uint32 fileHash);
void unload();
void play(int16 fadeVolumeStep);
void stop(int16 fadeVolumeStep);
protected:
NeverhoodEngine *_vm;
};
struct MusicItem {
uint32 _nameHash;
uint32 _musicFileHash;
bool _play;
bool _stop;
int16 _fadeVolumeStep;
int16 _countdown;
MusicResource *_musicResource;
MusicItem();
~MusicItem();
};
struct SoundItem {
uint32 _nameHash;
uint32 _soundFileHash;
bool _playOnceAfterRandomCountdown;
int16 _minCountdown;
int16 _maxCountdown;
bool _playOnceAfterCountdown;
int16 _initialCountdown;
bool _playLooping;
int16 _currCountdown;
SoundResource *_soundResource;
SoundItem(NeverhoodEngine *vm, uint32 nameHash, uint32 soundFileHash,
bool playOnceAfterRandomCountdown, int16 minCountdown, int16 maxCountdown,
bool playOnceAfterCountdown, int16 initialCountdown, bool playLooping, int16 currCountdown);
~SoundItem();
};
class SoundMan {
public:
SoundMan(NeverhoodEngine *vm);
~SoundMan();
// Music
void addMusic(uint32 nameHash, uint32 musicFileHash);
void deleteMusic(uint32 musicFileHash);
void startMusic(uint32 musicFileHash, int16 countdown, int16 fadeVolumeStep);
void stopMusic(uint32 musicFileHash, int16 countdown, int16 fadeVolumeStep);
// Sound
void addSound(uint32 nameHash, uint32 soundFileHash);
void addSoundList(uint32 nameHash, uint32 *soundFileHashList);
void deleteSound(uint32 soundFileHash);
void setSoundParams(uint32 soundFileHash, bool playOnceAfterRandomCountdown,
int16 minCountdown, int16 maxCountdown, int16 firstMinCountdown, int16 firstMaxCountdown);
void setSoundListParams(uint32 *soundFileHashList, bool playOnceAfterRandomCountdown,
int16 minCountdown, int16 maxCountdown, int16 firstMinCountdown, int16 firstMaxCountdown);
void playSoundLooping(uint32 soundFileHash);
void stopSound(uint32 soundFileHash);
void setSoundVolume(uint32 soundFileHash, int volume);
// Misc
void update();
void deleteGroup(uint32 nameHash);
void deleteMusicGroup(uint32 nameHash);
void deleteSoundGroup(uint32 nameHash);
void playTwoSounds(uint32 nameHash, uint32 soundFileHash1, uint32 soundFileHash2, int16 initialCountdown);
void playSoundThree(uint32 nameHash, uint32 soundFileHash);
void setTwoSoundsPlayFlag(bool playOnceAfterCountdown);
void setSoundThreePlayFlag(bool playOnceAfterCountdown);
protected:
NeverhoodEngine *_vm;
// TODO Find out what these special sounds are used for (door sounds?)
int _soundIndex1, _soundIndex2;
int16 _initialCountdown;
bool _playOnceAfterCountdown;
int _soundIndex3;
int16 _initialCountdown3;
bool _playOnceAfterCountdown3;
Common::Array<MusicItem*> _musicItems;
Common::Array<SoundItem*> _soundItems;
MusicItem *getMusicItemByHash(uint32 musicFileHash);
SoundItem *getSoundItemByHash(uint32 soundFileHash);
void deleteSoundByIndex(int index);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_SOUND_H */
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