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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.
*
* $URL$
* $Id$
*
*/
/* Song library */
#ifndef SCI_SFX_SFX_SONGLIB_H
#define SCI_SFX_SFX_SONGLIB_H
#include "common/scummsys.h"
#include "sound/timestamp.h"
namespace Sci {
class SongIterator;
#define SOUND_STATUS_STOPPED 0
#define SOUND_STATUS_PLAYING 1
#define SOUND_STATUS_SUSPENDED 2
/* suspended: only if ordered from kernel space */
#define SOUND_STATUS_WAITING 3
/* "waiting" means "tagged for playing, but not active right now" */
typedef unsigned long SongHandle;
enum RESTORE_BEHAVIOR {
RESTORE_BEHAVIOR_CONTINUE, /* restart a song when restored from
a saved game */
RESTORE_BEHAVIOR_RESTART /* continue it from where it was */
};
class Song {
public:
SongHandle _handle;
int _resourceNum; /**<! Resource number */
int _priority; /**!< Song priority (more important if priority is higher) */
int _status; /* See above */
int _restoreBehavior;
int _restoreTime;
/* Grabbed from the sound iterator, for save/restore purposes */
int _loops;
int _hold;
SongIterator *_it;
int _delay; /**!< Delay before accessing the iterator, in ticks */
Audio::Timestamp _wakeupTime; /**!< Timestamp indicating the next MIDI event */
Song *_next; /**!< Next song or NULL if this is the last one */
/**
* Next playing song. Used by the core song system.
*/
Song *_nextPlaying;
/**
* Next song pending stopping. Used exclusively by the core song system's
* _update_multi_song()
*/
Song *_nextStopping;
public:
Song();
/**
* Initializes a new song.
* @param handle the sound handle
* @param it the song
* @param priority the song's priority
* @return a freshly allocated song
*/
Song(SongHandle handle, SongIterator *it, int priority);
};
class SongLibrary {
public:
Song *_lib;
public:
SongLibrary() : _lib(0) {}
/** Frees a song library. */
void freeSounds();
/**
* Adds a song to a song library.
* @param song song to add
*/
void addSong(Song *song);
/**
* Looks up the song with the specified handle.
* @param handle sound handle to look for
* @return the song or NULL if it wasn't found
*/
Song *findSong(SongHandle handle);
/**
* Finds the first song playing with the highest priority.
* @return the song that should be played next, or NULL if there is none
*/
Song *findFirstActive();
/**
* Finds the next song playing with the highest priority.
*
* The functions 'findFirstActive' and 'findNextActive'
* allow to iterate over all songs that satisfy the requirement of
* being 'playable'.
*
* @param song a song previously returned from the song library
* @return the next song to play relative to 'song', or NULL if none are left
*/
Song *findNextActive(Song *song);
/**
* Removes a song from the library.
* @param handle handle of the song to remove
* @return the status of the song that was removed
*/
int removeSong(SongHandle handle);
/**
* Removes a song from the library and sorts it in again; for use after renicing.
* @param son song to work on
*/
void resortSong(Song *song);
/**
* Counts the number of songs in a song library.
* @return the number of songs
*/
int countSongs();
/**
* Determines what should be done with the song "handle" when restoring
* it from a saved game.
* @param handle sound handle being restored
* @param action desired action
*/
void setSongRestoreBehavior(SongHandle handle,
RESTORE_BEHAVIOR action);
};
} // End of namespace Sci
#endif // SCI_SSFX_SFX_SONGLIB_H
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