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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.
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
/*
* BS_SoundEngine
* -------------
* This is the sound engine interface that contains all the methods a sound
* engine must implement.
* Implementations of the sound engine have to be derived from this class.
* It should be noted that a sound engine must maintain a list of all the
* samples it uses, and that these samples should be released when the
* destructor is called.
*
* Autor: Malte Thiesen
*/
#ifndef SWORD25_SOUNDENGINE_H
#define SWORD25_SOUNDENGINE_H
#include "sword25/kernel/common.h"
#include "sword25/kernel/resservice.h"
#include "sword25/kernel/persistable.h"
#include "audio/mixer.h"
namespace Sword25 {
#define SOUND_HANDLES 32
enum sndHandleType {
kFreeHandle,
kAllocatedHandle
};
struct SndHandle {
Audio::SoundHandle handle;
sndHandleType type;
uint32 id;
Common::String fileName;
int32 sndType;
float volume;
float pan;
bool loop;
int32 loopStart;
int32 loopEnd;
uint32 layer;
SndHandle();
};
class SoundEngine : public ResourceService, public Persistable {
public:
enum SOUND_TYPES {
MUSIC = 0,
SPEECH = 1,
SFX = 2
};
/**
* The callback function of PlayDynamicSoundEx
* @param UserData User-specified pointer
* @param Data Pointer to the data buffer
* @param DataLength Length of the data to be written in bytes
*/
typedef void (*DynamicSoundReadCallback)(void *UserData, void *Data, uint DataLength);
SoundEngine(Kernel *pKernel);
~SoundEngine() {}
/**
* Initializes the sound engine
* @param SampleRate Specifies the sample rate to use.
* @param Channels The maximum number of channels. The default is 32.
* @return Returns true on success, otherwise false.
* @remark Calls to other methods may take place only if this
* method was called successfully.
*/
bool init(uint sampleRate, uint channels = 32);
/**
* Performs a "tick" of the sound engine
*
* This method should be called once per frame. It can be used by implementations
* of the sound engine that are not running in their own thread, or to perform
* additional administrative tasks that are needed.
*/
void update();
/**
* Sets the default volume for the different sound types
* @param Volume The default volume level (0 = off, 1 = full volume)
* @param Type The SoundType whose volume is to be changed
*/
void setVolume(float volume, SOUND_TYPES type);
/**
* Specifies the default volume of different sound types
* @param Type The SoundType
* @return Returns the standard sound volume for the given type
* (0 = off, 1 = full volume).
*/
float getVolume(SOUND_TYPES type);
/**
* Pauses all the sounds that are playing.
*/
void pauseAll();
/**
* Resumes all currently stopped sounds
*/
void resumeAll();
/**
* Pauses all sounds of a given layer.
* @param Layer The Sound Layer
*/
void pauseLayer(uint layer);
/**
* Resumes all the sounds in a layer that was previously stopped with PauseLayer()
* @param Layer The Sound Layer
*/
void resumeLayer(uint layer);
/**
* Plays a sound
* @param FileName The filename of the sound to be played
* @param Type The type of sound
* @param Volume The volume of the sound (0 = off, 1 = full volume)
* @param Pan Panning (-1 = full left, 1 = right)
* @param Loop Indicates whether the sound should be looped
* @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
* of the sound is used.
* @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
* the sound is used.
* @param Layer The sound layer
* @return Returns true if the playback of the sound was started successfully.
* @remark If more control is needed over the playing, eg. changing the sound parameters
* for Volume and Panning, then PlaySoundEx should be used.
*/
bool playSound(const Common::String &fileName, SOUND_TYPES type, float volume = 1.0f, float pan = 0.0f, bool loop = false, int loopStart = -1, int loopEnd = -1, uint layer = 0);
/**
* Plays a sound
* @param Type The type of sound
* @param Volume The volume of the sound (0 = off, 1 = full volume)
* @param Pan Panning (-1 = full left, 1 = right)
* @param Loop Indicates whether the sound should be looped
* @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
* of the sound is used.
* @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
* the sound is used.
* @param Layer The sound layer
* @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
* @remark If more control is needed over the playing, eg. changing the sound parameters
* for Volume and Panning, then PlaySoundEx should be used.
*/
uint playSoundEx(const Common::String &fileName, SOUND_TYPES type, float volume = 1.0f, float pan = 0.0f, bool loop = false, int loopStart = -1, int loopEnd = -1, uint layer = 0, uint handleId = 0x1337);
/**
* Sets the volume of a playing sound
* @param Handle The sound handle
* @param Volume The volume of the sound (0 = off, 1 = full volume)
*/
void setSoundVolume(uint handle, float volume);
/**
* Sets the panning of a playing sound
* @param Handle The sound handle
* @param Pan Panning (-1 = full left, 1 = right)
*/
void setSoundPanning(uint handle, float pan);
/**
* Pauses a playing sound
* @param Handle The sound handle
*/
void pauseSound(uint handle);
/**
* Resumes a paused sound
* @param Handle The sound handle
*/
void resumeSound(uint handle);
/**
* Stops a playing sound
* @param Handle The sound handle
* @remark Calling this method invalidates the passed handle; it can no longer be used.
*/
void stopSound(uint handle);
/**
* Returns whether a sound is paused
* @param Handle The sound handle
* @return Returns true if the sound is paused, false otherwise.
*/
bool isSoundPaused(uint handle);
/**
* Returns whether a sound is still playing.
* @param Handle The sound handle
* @return Returns true if the sound is playing, false otherwise.
*/
bool isSoundPlaying(uint handle);
/**
* Returns the volume of a playing sound (0 = off, 1 = full volume)
*/
float getSoundVolume(uint handle);
/**
* Returns the panning of a playing sound (-1 = full left, 1 = right)
*/
float getSoundPanning(uint handle);
Resource *loadResource(const Common::String &fileName);
bool canLoadResource(const Common::String &fileName);
bool persist(OutputPersistenceBlock &writer);
bool unpersist(InputPersistenceBlock &reader);
private:
bool registerScriptBindings();
SndHandle *getHandle(uint *id);
SndHandle *findHandle(uint id);
private:
Audio::Mixer *_mixer;
SndHandle _handles[SOUND_HANDLES];
uint32 _maxHandleId;
};
} // End of namespace Sword25
#endif
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