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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/audiostream.h"
#include "audio/mixer.h"
#include "access/files.h"
#include "audio/midiplayer.h"
#include "audio/midiparser.h"
namespace Sherlock {
class SherlockEngine;
enum WaitType {
WAIT_RETURN_IMMEDIATELY = 0, WAIT_FINISH = 1, WAIT_KBD_OR_FINISH = 2
};
class Sound {
private:
SherlockEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _effectsHandle;
int _curPriority;
byte decodeSample(byte sample, byte& reference, int16& scale);
public:
bool _digitized;
bool _music;
int _voices;
bool _soundOn;
bool _musicOn;
bool _speechOn;
bool _diskSoundPlaying;
bool _soundPlaying;
bool *_soundIsOn;
byte *_digiBuf;
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 a previously loaded sound
*/
void playLoadedSound(int bufNum, WaitType waitType);
/**
* Free any previously loaded sounds
*/
void freeLoadedSounds();
/**
* Stop playing any active sound
*/
void stopSound();
/**
* Load a specified song
*/
int loadSong(int songNumber);
/**
* Start playing a song
*/
void startSong();
/**
* Free any currently loaded song
*/
void freeSong();
/**
* Play the specified music resource
*/
void playMusic(const Common::String &name);
/**
* Stop playing the music
*/
void stopMusic();
void stopSndFuncPtr(int v1, int v2);
void waitTimerRoland(uint time);
void freeDigiSound();
};
} // End of namespace Sherlock
#endif
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