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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 SHERLOCK_SOUND_H
#define SHERLOCK_SOUND_H
#include "common/scummsys.h"
#include "common/str.h"
#include "audio/mixer.h"
#include "access/files.h"
namespace Sherlock {
class SherlockEngine;
enum WaitType {
WAIT_RETURN_IMMEDIATELY = 0, WAIT_FINISH = 1, WAIT_KBD_OR_FINISH = 2
};
#define MAX_MIXER_CHANNELS 10
class Sound {
private:
SherlockEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _scalpelEffectsHandle;
Audio::SoundHandle _aiffHandle;
Audio::SoundHandle _tattooEffectsHandle[MAX_MIXER_CHANNELS];
Audio::SoundHandle _speechHandle;
int _curPriority;
/**
* Decode a sound sample
*/
byte decodeSample(byte sample, byte& reference, int16& scale);
/**
* Handle playing a sound or speech
*/
bool playSoundResource(const Common::String &name, const Common::String &libFilename,
Audio::Mixer::SoundType soundType, Audio::SoundHandle &handle);
/**
* Form a filename from a passed sound resource name
*/
Common::String formFilename(const Common::String &name);
public:
bool _digitized;
int _voices;
bool _soundOn;
bool _speechOn;
bool _soundPlaying;
bool _speechPlaying;
int _soundVolume;
Common::String _talkSoundFile;
public:
Sound(SherlockEngine *vm, Audio::Mixer *mixer);
/**
* Saves sound-related settings
*/
void syncSoundSettings();
/**
* Load a sound
*/
void loadSound(const Common::String &name, int priority);
/**
* Play the sound in the specified resource
*/
bool playSound(const Common::String &name, WaitType waitType, int priority = 100, const char *libraryFilename = nullptr);
/**
* Play the specified AIFF file. (Used for the 3DO Scalpel intro.)
*/
void playAiff(const Common::String &name, int volume = Audio::Mixer::kMaxChannelVolume, bool loop = false);
/**
* Stop the AIFF sound that was started with playAiff().
*/
void stopAiff();
/**
* Play a previously loaded sound
*/
void playLoadedSound(int bufNum, WaitType waitType);
/**
* Free any previously loaded sounds
*/
void freeLoadedSounds();
/**
* Stop playing any active sound
*/
void stopSound();
void freeDigiSound();
/**
* Return a sound handle to use
*/
Audio::SoundHandle &getFreeSoundHandle();
/**
* Set the volume
*/
void setVolume(int volume);
/**
* Play a specified voice resource
*/
void playSpeech(const Common::String &name);
/**
* Stop any currently playing speech
*/
void stopSpeech();
/**
* Returns true if speech is currently playing
*/
bool isSpeechPlaying();
};
} // End of namespace Sherlock
#endif
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