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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 file contains the Sound Driver data structures etc.
*/
#ifndef TINSEL_SOUND_H
#define TINSEL_SOUND_H
#include "common/file.h"
#include "common/file.h"
#include "sound/mixer.h"
#include "tinsel/dw.h"
#include "tinsel/tinsel.h"
namespace Tinsel {
enum STYPE {FX, VOICE};
enum PlayPriority { PRIORITY_SCRIPT, PRIORITY_SPLAY1, PRIORITY_SPLAY2, PRIORITY_TALK };
enum SampleFlags {PS_COMPLETE = 0x01, PS_SUSTAIN = 0x02};
/*----------------------------------------------------------------------*\
|* Function Prototypes *|
\*----------------------------------------------------------------------*/
class SoundManager {
protected:
static const int kNumSFX = 3; // Number of SFX channels
enum {
kChannelTalk = 0,
kChannelTinsel1 = 0, // Always using this channel for DW1
kChannelSFX = 1
};
static const int kNumChannels = kChannelSFX + kNumSFX;
struct Channel {
// Sample handle
Audio::SoundHandle handle;
// Sample id
int sampleNum;
int subSample;
// Playing properties
bool looped;
int x, y;
int priority;
// Time properties
uint32 timeStarted;
uint32 timeDuration;
uint32 lastStart;
};
Channel _channels[kNumChannels];
//TinselEngine *_vm; // TODO: Enable this once global _vm var is gone
/** Sample index buffer and number of entries */
uint32 *_sampleIndex;
/** Number of entries in the sample index */
long _sampleIndexLen;
/** file stream for sample file */
Common::File _sampleStream;
bool offscreenChecks(int x, int &y);
int8 getPan(int x);
public:
SoundManager(TinselEngine *vm);
~SoundManager();
bool playSample(int id, Audio::Mixer::SoundType type, Audio::SoundHandle *handle = 0);
bool playSample(int id, int sub, bool bLooped, int x, int y, int priority,
Audio::Mixer::SoundType type, Audio::SoundHandle *handle = 0);
void stopAllSamples(void); // Stops any currently playing sample
void stopSpecSample(int id, int sub = 0); // Stops a specific sample
void setSFXVolumes(uint8 volume);
bool sampleExists(int id);
bool sampleIsPlaying(int id = -1);
// TODO: Internal method, make this protected?
void openSampleFiles(void);
void closeSampleStream(void);
};
} // end of namespace Tinsel
#endif // TINSEL_SOUND_H
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