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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_FMODEXSOUND_H
#define SWORD25_FMODEXSOUND_H
#include "sword25/sfx/soundengine.h"
namespace Sword25 {
class FMODExSound : public SoundEngine {
public:
// -----------------------------------------------------------------------------
// Konstruktion / Destruktion
// -----------------------------------------------------------------------------
FMODExSound(Kernel *pKernel);
virtual ~FMODExSound();
bool Init(uint SampleRate, uint Channels = 32);
void Update();
void SetVolume(float Volume, SOUND_TYPES Type);
float GetVolume(SOUND_TYPES Type);
void PauseAll();
void ResumeAll();
void PauseLayer(uint Layer);
void ResumeLayer(uint Layer);
bool PlaySound(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, uint Layer);
uint PlaySoundEx(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, uint Layer);
uint PlayDynamicSoundEx(DynamicSoundReadCallback ReadCallback, void *UserData, SOUND_TYPES Type, uint SampleRate, uint BitsPerSample, uint Channels, float Volume = 1.0f, float Pan = 0.0f, uint Layer = 0);
void SetSoundVolume(uint Handle, float Volume);
void SetSoundPanning(uint Handle, float Pan);
void PauseSound(uint Handle);
void ResumeSound(uint Handle);
void StopSound(uint Handle);
bool IsSoundPaused(uint Handle);
bool IsSoundPlaying(uint Handle);
float GetSoundVolume(uint Handle);
float GetSoundPanning(uint Handle);
float GetSoundTime(uint Handle);
Resource *LoadResource(const Common::String &FileName);
bool CanLoadResource(const Common::String &FileName);
// -----------------------------------------------------------------------------
// Persistenz
// -----------------------------------------------------------------------------
bool persist(OutputPersistenceBlock &writer);
bool unpersist(InputPersistenceBlock &reader);
#if 0
private:
struct PlayingSoundData {
PlayingSoundData() {};
PlayingSoundData(BS_Resource *ResourcePtr_, BS_FMODExChannel *ChannelPtr_, SOUND_TYPES Type_, uint Layer_, float Volume_, DynamicSoundReadCallback ReadCallback_ = 0, void *UserData_ = 0) :
ResourcePtr(ResourcePtr_),
ChannelPtr(ChannelPtr_),
Type(Type_),
Layer(Layer_),
Volume(Volume_),
ReadCallback(ReadCallback_),
UserData(UserData_),
Paused(false),
PausedLayer(false),
PausedGlobal(false)
{}
BS_Resource *ResourcePtr;
BS_FMODExChannel *ChannelPtr;
SOUND_TYPES Type;
uint Layer;
DynamicSoundReadCallback ReadCallback;
void *UserData;
float Volume;
bool Paused;
bool PausedLayer;
bool PausedGlobal;
};
typedef BS_Hashmap<uint, PlayingSoundData> PSM;
typedef BS_Hashmap<uint, PlayingSoundData>::iterator PSM_ITER;
typedef BS_Hashmap<uint, PlayingSoundData>::const_iterator PSM_CONST_ITER;
PSM m_PlayingSoundsMap;
FMOD_SYSTEM *m_FMOD;
float m_Volumes[3];
uint m_NextHandle;
void RemoveInactiveSounds();
PlayingSoundData *GetPlayingSoundDataByHandle(uint Handle);
uint PlaySoundInternal(const Common::String &FileName, SOUND_TYPES Type, float Volume, float Pan, bool Loop, int LoopStart, int LoopEnd, uint Layer, uint Handle, uint Position);
uint CountPlayingDynamicSounds();
static FMOD_RESULT F_CALLBACK FMODExDynamicSoundSetPosCallback(FMOD_SOUND *sound, int subsound, uint position, FMOD_TIMEUNIT postype);
static FMOD_RESULT F_CALLBACK FMODExDynamicSoundReadCallback(FMOD_SOUND *sound, void *data, uint datalen);
static FMOD_RESULT F_CALLBACK DSPReadCallback(FMOD_DSP_STATE *dsp_state, float *inbuffer, float *outbuffer, uint length, int inchannels, int outchannels);
#endif
};
} // End of namespace Sword25
#endif
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