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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 SCI_SOUNDCMD_H
#define SCI_SOUNDCMD_H
#include "common/list.h"
#include "audio/mididrv.h" // for MusicType
#include "sci/engine/state.h"
namespace Sci {
class Console;
class SciMusic;
class SoundCommandParser;
class MusicEntry;
//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, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion);
~SoundCommandParser();
//reg_t parseCommand(int argc, reg_t *argv, reg_t acc);
// Functions used for game state loading
void clearPlayList();
void syncPlayList(Common::Serializer &s);
void reconstructPlayList();
// Functions used for the ScummVM menus
void setMasterVolume(int vol);
void pauseAll(bool pause);
// Debug console functions
void startNewSound(int number);
void stopAllSounds();
void printPlayList(Console *con);
void printSongInfo(reg_t obj, Console *con);
void processPlaySound(reg_t obj, bool playBed);
void processStopSound(reg_t obj, bool sampleFinishedPlaying);
void initSoundResource(MusicEntry *newSound);
MusicType getMusicType() const;
/**
* 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();
reg_t kDoSoundInit(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundPlay(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundRestore(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundMute(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundPause(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundResumeAfterRestore(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundStop(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundStopAll(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundDispose(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundMasterVolume(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundFade(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundGetPolyphony(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundUpdate(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundUpdateCues(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundSendMidi(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundGlobalReverb(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundSetHold(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundDummy(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundGetAudioCapability(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundSetVolume(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundSetPriority(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundSetLoop(int argc, reg_t *argv, reg_t acc);
reg_t kDoSoundSuspend(int argc, reg_t *argv, reg_t acc);
private:
//typedef Common::Array<MusicEntryCommand *> SoundCommandContainer;
//SoundCommandContainer _soundCommands;
ResourceManager *_resMan;
SegManager *_segMan;
Kernel *_kernel;
SciMusic *_music;
AudioPlayer *_audio;
SciVersion _soundVersion;
// If true and an alternative digital sound effect exists, the digital
// sound effect is preferred instead
bool _useDigitalSFX;
void processInitSound(reg_t obj);
void processDisposeSound(reg_t obj);
void processUpdateCues(reg_t obj);
int getSoundResourceId(reg_t obj);
};
} // End of namespace Sci
#endif // SCI_SOUNDCMD_H
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