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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 SLUDGE_SOUND_H
#define SLUDGE_SOUND_H
#include "common/file.h"
#include "audio/mixer.h"
#include "sludge/variable.h"
namespace Sludge {
// Sound list stuff
struct SoundList{
int sound;
struct SoundList*next;
struct SoundList*prev;
int cacheIndex;
int vol;
};
class SoundManager {
public:
SoundManager();
virtual ~SoundManager();
// Sound list
void playSoundList(SoundList*s);
void handleSoundLists(); // to produce the same effects as end of stream call back functions
// GENERAL...
bool initSoundStuff();
void killSoundStuff();
// MUSIC...
bool playMOD(int, int, int);
void stopMOD(int);
void setMusicVolume(int a, int v);
void setDefaultMusicVolume(int v);
// SAMPLES...
int cacheSound(int f);
bool startSound(int, bool = false);
void huntKillSound(int a);
void huntKillFreeSound(int filenum);
void setSoundVolume(int a, int v);
void setDefaultSoundVolume(int v);
void setSoundLoop(int a, int s, int e);
bool stillPlayingSound(int ch);
bool getSoundCacheStack(StackHandler *sH);
int findInSoundCache(int a);
// Load & save
void loadSounds(Common::SeekableReadStream *stream);
void saveSounds(Common::WriteStream *stream);
uint getSoundSource(int index);
private:
const static int MAX_SAMPLES;
const static int MAX_MODS;
struct SoundThing {
Audio::SoundHandle handle;
int fileLoaded, vol; //Used for wav/ogg sounds only. (sound saving/loading)
bool looping; //Used for wav/ogg sounds only. (sound saving/loading)
bool inSoundList; //Used for wav/ogg sounds only
};
typedef Common::List<SoundList *> SoundListHandles;
// there's possibility that several sound list played at the same time
SoundListHandles _soundListHandles;
bool _soundOK;
bool _silenceIKillYou;
bool _isHandlingSoundList;
SoundThing *_soundCache;
SoundThing *_modCache;
int _defVol;
int _defSoundVol;
float _modLoudness;
int _emptySoundSlot;
void freeSound(int a);
bool forceRemoveSound();
bool deleteSoundFromList(SoundList*&s);
int findEmptySoundSlot();
int makeSoundAudioStream(int f, Audio::AudioStream *&audiostream, bool loopy);
};
} // End of namespace Sludge
#endif
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