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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.
*
* $URL$
* $Id$
*
*/
#ifndef SCI_SOUNDCMD_H
#define SCI_SOUNDCMD_H
#include "sci/sci.h" // for USE_OLD_MUSIC_FUNCTIONS
#include "common/list.h"
#include "sci/engine/state.h"
namespace Sci {
class Console;
class SciMusic;
class SoundCommandParser;
typedef void (SoundCommandParser::*SoundCommand)(reg_t obj, int16 value);
struct MusicEntryCommand {
MusicEntryCommand(const char *d, SoundCommand c) : sndCmd(c), desc(d) {}
SoundCommand sndCmd;
const char *desc;
};
class SoundCommandParser {
public:
SoundCommandParser(ResourceManager *resMan, SegManager *segMan, AudioPlayer *audio, SciVersion soundVersion);
~SoundCommandParser();
#ifdef USE_OLD_MUSIC_FUNCTIONS
void updateSfxState(SfxState *newState) { _state = newState; }
#endif
reg_t parseCommand(int argc, reg_t *argv, reg_t acc);
void clearPlayList();
void syncPlayList(Common::Serializer &s);
void reconstructPlayList(int savegame_version);
void printPlayList(Console *con);
void resetDriver();
#ifndef USE_OLD_MUSIC_FUNCTIONS
/**
* Synchronizes the current state of the music list to the rest of the engine, so that
* the changes that the sound thread makes to the music are registered with the engine
* scripts. In SCI0, we invoke this from kAnimate (which is called very often). SCI01
* and later have a specific callback function, cmdUpdateCues, which is called regularly
* by the engine scripts themselves, so the engine itself polls for changes to the music
*/
void updateSci0Cues();
#endif
private:
Common::Array<MusicEntryCommand*> _soundCommands;
ResourceManager *_resMan;
SegManager *_segMan;
#ifdef USE_OLD_MUSIC_FUNCTIONS
SfxState *_state;
int _midiCmd, _controller, _param;
#else
SciMusic *_music;
#endif
AudioPlayer *_audio;
SciVersion _soundVersion;
reg_t *_argv; // for cmdFadeSound
uint32 _midiCommand; // for cmdSendMidi
reg_t _acc;
void cmdInitSound(reg_t obj, int16 value);
void cmdPlaySound(reg_t obj, int16 value);
void cmdDummy(reg_t obj, int16 value);
void cmdMuteSound(reg_t obj, int16 value);
void cmdPauseSound(reg_t obj, int16 value);
void cmdResumeSound(reg_t obj, int16 value);
void cmdStopSound(reg_t obj, int16 value);
void cmdDisposeSound(reg_t obj, int16 value);
void cmdMasterVolume(reg_t obj, int16 value);
void cmdFadeSound(reg_t obj, int16 value);
void cmdGetPolyphony(reg_t obj, int16 value);
void cmdStopAllSounds(reg_t obj, int16 value);
void cmdUpdateSound(reg_t obj, int16 value);
void cmdUpdateCues(reg_t obj, int16 value);
void cmdSendMidi(reg_t obj, int16 value);
void cmdReverb(reg_t obj, int16 value);
void cmdSetSoundHold(reg_t obj, int16 value);
void cmdGetAudioCapability(reg_t obj, int16 value);
void cmdSetSoundVolume(reg_t obj, int16 value);
void cmdSetSoundPriority(reg_t obj, int16 value);
void cmdSetSoundLoop(reg_t obj, int16 value);
void cmdSuspendSound(reg_t obj, int16 value);
#ifdef USE_OLD_MUSIC_FUNCTIONS
void changeSoundStatus(reg_t obj, int newStatus);
#endif
};
} // End of namespace Sci
#endif // SCI_SOUNDCMD_H
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