1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
|
/* 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 SHERLOCK_MUSIC_H
#define SHERLOCK_MUSIC_H
#include "audio/midiplayer.h"
#include "audio/midiparser.h"
//#include "audio/mididrv.h"
#include "sherlock/scalpel/drivers/mididriver.h"
// for 3DO digital music
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "common/mutex.h"
#include "common/str-array.h"
namespace Sherlock {
class SherlockEngine;
class MidiParser_SH : public MidiParser {
public:
MidiParser_SH();
~MidiParser_SH();
protected:
Common::Mutex _mutex;
void parseNextEvent(EventInfo &info);
uint8 _beats;
uint8 _lastEvent;
byte *_data;
byte *_trackEnd;
public:
bool loadMusic(byte *musData, uint32 musSize);
virtual void unloadMusic();
private:
byte *_musData;
uint32 _musDataSize;
};
class Music {
private:
SherlockEngine *_vm;
Audio::Mixer *_mixer;
MidiParser *_midiParser;
MidiDriver *_midiDriver;
Audio::SoundHandle _digitalMusicHandle;
MusicType _musicType;
/**
* Play the specified music resource
*/
bool playMusic(const Common::String &name);
public:
bool _musicPlaying;
bool _musicOn;
int _musicVolume;
bool _midiOption;
Common::String _currentSongName, _nextSongName;
public:
Music(SherlockEngine *vm, Audio::Mixer *mixer);
~Music();
/**
* Saves sound-related settings
*/
void syncMusicSettings();
/**
* Load a specified song
*/
bool loadSong(int songNumber);
/**
* Load a specified song
*/
bool loadSong(const Common::String &songName);
/**
* Start playing a song
*/
void startSong();
/**
* Free any currently loaded song
*/
void freeSong();
/**
* Stop playing the music
*/
void stopMusic();
bool isPlaying();
uint32 getCurrentPosition();
bool waitUntilMSec(uint32 msecTarget, uint32 maxMSec, uint32 additionalDelay, uint32 noMusicDelay);
/**
* Sets the volume of the MIDI music with a value ranging from 0 to 127
*/
void setMusicVolume(int volume);
/**
* Gets the names of all the songs in the game. Used by the debugger.
*/
void getSongNames(Common::StringArray &songs);
/**
* Checks to see if the currently playing song has finished, then the music specified
* in _nextSongName will be started
*/
void checkSongProgress();
};
} // End of namespace Sherlock
#endif
|