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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
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