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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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1995-1997 Presto Studios, Inc.
 *
 * 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 PEGASUS_SOUND_H
#define PEGASUS_SOUND_H

#include "audio/mixer.h"
#include "common/str.h"
#include "pegasus/timers.h"

namespace Audio {
	class SeekableAudioStream;
}

namespace Pegasus {

class SoundFader;

//	Things you might want to do with sound:
//		Start it
//		Stop it
//		Loop it
//		Pause it
//		Set the volume
//		Set the pitch (rate)
//		Pan the sound
//		Change these settings dynamically over time

class Sound {
public:
	Sound();
	~Sound();

	// We only have one access point here because we should
	// only be opening an AIFF file from a file name. We're
	// not using the resource fork string resources.
	void initFromAIFFFile(const Common::String &fileName);

	// Unlike the original game, we're going to use a regular
	// audio stream for sound spots. The original treated them
	// as movies.
	void initFromQuickTime(const Common::String &fileName);

	void disposeSound();
	bool isSoundLoaded() const;
	void playSound();
	void loopSound();
	void playSoundSegment(uint32 start, uint32 end);
	void stopSound();
	void setVolume(const uint16 volume);
	bool isPlaying();

	void attachFader(SoundFader *fader);

protected:
	Audio::SeekableAudioStream *_stream;
	Audio::SoundHandle _handle;
	byte _volume;

	SoundFader *_fader;
};

// TODO: Make this class follow TimeBase better
// Right now it's just a loose wrapper to plug callbacks
// into sounds. Since this is only used for spot sounds,
// I'm not too worried about it right now as its usage
// is very limited.
// At the very least, the regular TimeBase functions for
// setting/getting should be neutered.
class SoundTimeBase : public Sound, public TimeBase {
public:
	SoundTimeBase();
	~SoundTimeBase() {}

	void playSoundSegment(uint32 start, uint32 end);

protected:
	void updateTime();

private:
	bool _setToStart;
};

} // End of namespace Pegasus

#endif