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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 SWORD1_SOUND_H
#define SWORD1_SOUND_H

#include "sword1/object.h"
#include "sword1/sworddefs.h"
#include "common/file.h"
#include "common/util.h"
#include "common/random.h"
#include "audio/mixer.h"

namespace Audio {
class Mixer;
}

namespace Sword1 {

#define TOTAL_FX_PER_ROOM   7       // total loop & random fx per room (see fx_list.c)
#define MAX_ROOMS_PER_FX    7       // max no. of rooms in the fx's room,vol list
#define MAX_FXQ_LENGTH      32      // max length of sound queue - ie. max number of fx that can be stored up/playing together

#define FX_SPOT 1
#define FX_LOOP 2
#define FX_RANDOM 3

struct QueueElement {
	uint32 id, delay;
	Audio::SoundHandle handle;
};

struct RoomVol {
	int32 roomNo, leftVol, rightVol;
};

struct SampleId {
	byte cluster;
	byte idStd;
	byte idWinDemo;
};

struct FxDef {
	SampleId sampleId;
	uint32 type, delay;
	RoomVol roomVolList[MAX_ROOMS_PER_FX];
};

class ResMan;
#define WAVE_VOL_TAB_LENGTH 480
#define WAVE_VOL_THRESHOLD 190000 //120000

enum CowMode {
	CowWave = 0,
	CowFLAC,
	CowVorbis,
	CowMP3,
	CowDemo,
	CowPSX
};

class Sound {
public:
	Sound(Audio::Mixer *mixer, ResMan *pResMan);
	~Sound();
	void setSpeechVol(uint8 volL, uint8 volR) { _speechVolL = volL; _speechVolR = volR; }
	void setSfxVol(uint8 volL, uint8 volR) { _sfxVolL = volL; _sfxVolR = volR; }
	void giveSpeechVol(uint8 *volL, uint8 *volR) { *volL = _speechVolL; *volR = _speechVolR; }
	void giveSfxVol(uint8 *volL, uint8 *volR) { *volL = _sfxVolL; *volR = _sfxVolR; }
	void newScreen(uint32 screen);
	void quitScreen();
	void closeCowSystem();

	bool startSpeech(uint16 roomNo, uint16 localNo);
	bool speechFinished();
	void stopSpeech();
	bool amISpeaking();

	void fnStopFx(int32 fxNo);
	int addToQueue(int32 fxNo);

	void engine();

	void checkSpeechFileEndianness();

private:
	uint8 _sfxVolL, _sfxVolR, _speechVolL, _speechVolR;
	void playSample(QueueElement *elem);
	void initCowSystem();

	uint32 getSampleId(int32 fxNo);
	int16 *uncompressSpeech(uint32 index, uint32 cSize, uint32 *size);
	void calcWaveVolume(int16 *data, uint32 length);
	bool _waveVolume[WAVE_VOL_TAB_LENGTH];
	uint16 _waveVolPos;
	Common::File _cowFile;
	uint32       *_cowHeader;
	uint32       _cowHeaderSize;
	uint8        _currentCowFile;
	CowMode      _cowMode;
	Audio::SoundHandle _speechHandle, _fxHandle;
	Common::RandomSource _rnd;

	QueueElement _fxQueue[MAX_FXQ_LENGTH];
	uint8        _endOfQueue;
	Audio::Mixer *_mixer;
	ResMan *_resMan;
	bool _bigEndianSpeech;
	static const char _musicList[270];
	static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
	static const FxDef _fxList[312];

};

} // End of namespace Sword1

#endif //BSSOUND_H