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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 SCUMM_PLAYER_NES_H
#define SCUMM_PLAYER_NES_H
#include "common/scummsys.h"
#include "scumm/music.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
namespace Scumm {
class ScummEngine;
namespace APUe {
class APU;
}
static const int MAXVOLUME = 0x7F;
static const int NUMSLOTS = 3;
static const int NUMCHANS = 4;
/**
* Scumm NES sound/music driver.
*/
class Player_NES : public Audio::AudioStream, public MusicEngine {
public:
Player_NES(ScummEngine *scumm, Audio::Mixer *mixer);
virtual ~Player_NES();
virtual void setMusicVolume(int vol);
virtual void startSound(int sound);
virtual void stopSound(int sound);
virtual void stopAllSounds();
virtual int getSoundStatus(int sound) const;
// AudioStream API
int readBuffer(int16 *buffer, const int numSamples);
bool isStereo() const { return false; }
bool endOfData() const { return false; }
int getRate() const { return _sampleRate; }
private:
void sound_play();
void playSFX(int nr);
void playMusic();
byte fetchSoundByte(int nr);
void chainCommand(int chan);
void checkSilenceChannels(int chan);
void APU_writeChannel(int chan, int offset, byte value);
void APU_writeControl(byte value);
byte APU_readStatus();
ScummEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _soundHandle;
APUe::APU *_apu;
int _sampleRate;
int _samples_per_frame;
int _current_sample;
int _maxvol;
struct slot {
int framesleft;
int id;
int type;
byte *data;
int offset;
} _slot[NUMSLOTS];
struct mchan {
int command;
int framedelay;
int pitch;
int volume;
int voldelta;
int envflags;
int cmdlock;
} _mchan[NUMCHANS];
bool isSFXplaying, wasSFXplaying;
byte *dataStart;
int numNotes;
byte *auxData1;
byte *auxData2;
byte *soundptr;
};
} // End of namespace Scumm
#endif
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