aboutsummaryrefslogtreecommitdiff
path: root/engines/titanic/sound/music_room_handler.h
blob: ec117e30989452c542f00cf38447a9196777db7d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
/* 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 TITANIC_MUSIC_ROOM_HANDLER_H
#define TITANIC_MUSIC_ROOM_HANDLER_H

#include "titanic/sound/audio_buffer.h"
#include "titanic/sound/music_room_instrument.h"
#include "titanic/sound/music_song.h"
#include "titanic/sound/wave_file.h"

namespace Titanic {

class CProjectItem;
class CSoundManager;

enum MusicInstrument { BELLS = 0, SNAKE = 1, PIANO = 2, BASS = 3 };

struct MusicRoomInstrument {
	int _pitchControl;
	int _speedControl;
	bool _directionControl;
	bool _inversionControl;
	bool _muteControl;
	MusicRoomInstrument() : _pitchControl(0), _speedControl(0), _directionControl(false),
		_inversionControl(false), _muteControl(false) {}
};

class CMusicRoomHandler {
private:
	CProjectItem *_project;
	CSoundManager *_soundManager;
	CMusicRoomInstrument *_instruments[4];
	MusicRoomInstrument _array1[4];
	MusicRoomInstrument _array2[4];
	CMusicSong *_songs[4];
	int _startPos[4];
	int _position[4];
	double _animTime[4];

	bool _active;
	CWaveFile *_waveFile;
	int _soundHandle;
	int _instrumentsActive;
	CAudioBuffer *_audioBuffer;
	bool _isPlaying;
	uint _soundStartTicks;
	uint _startTicks;
	int _volume;
private:
	/**
	 * Starts music room instruments animation
	 */
	void start();

	/**
	 * Handles updating the raw audio being played for all the instruments
	 */
	void updateAudio();

	/**
	 * Handles updating the instruments themselves, and keeping them animating
	 */
	void updateInstruments();

	/**
	 * Polls a specified instrument for any updates to see if it's still active.
	 * @returns Returns true if a given instrument is still active..
	 * that is, that there is still more data that can be read from it to play
	 */
	bool pollInstrument(MusicInstrument instrument);

	/**
	 * Gets the duration for a given fragment of an instrument to play
	 * out, so that animations of the instruments can be synchronized
	 * to the actual music
	 */
	double getAnimDuration(MusicInstrument instrument, int arrIndex);

	/**
	 * Figures out a pitch value (of some sort) for use in determining
	 * which wave file the music instruments will use.
	 */
	int getPitch(MusicInstrument instrument, int arrIndex);
public:
	CMusicRoomHandler(CProjectItem *project, CSoundManager *soundManager);
	~CMusicRoomHandler();

	/**
	 * Creates a new music room instrument class to handle the operation of one
	 * of the instruments in the music room.
	 * @param instrument	Which instrument to create for
	 * @param count			Number of Wave files the new instance will contain
	 */
	CMusicRoomInstrument *createInstrument(MusicInstrument instrument, int count);

	/**
	 * Main setup for the music room handler
	 */
	void setup(int volume);

	/**
	 * Flags whether the music handler is active
	 */
	void setActive(bool flag) { _active = flag; }

	/**
	 * Stop playing the music
	 */
	void stop();

	/**
	 * Checks the specified instrument to see if it's settings are "correct"
	 */
	bool checkInstrument(MusicInstrument instrument) const;

	/**
	 * Sets the speed control value
	 */
	void setSpeedControl2(MusicInstrument instrument, int value);

	/**
	 * Sets the pitch control value
	 */
	void setPitchControl2(MusicInstrument instrument, int value);

	/**
	 * Sets the inversion control value
	 */
	void setInversionControl2(MusicInstrument instrument, bool value);

	/**
	 * Sets the direction control value
	 */
	void setDirectionControl2(MusicInstrument instrument, bool value);

	/**
	 * Sets the pitch control value
	 */
	void setPitchControl(MusicInstrument instrument, int value);

	/**
	 * Sets the speed control value
	 */
	void setSpeedControl(MusicInstrument instrument, int value);

	/**
	 * Sets the direction control value
	 */
	void setDirectionControl(MusicInstrument instrument, bool value);

	/**
	 * Sets the inversion control value
	 */
	void setInversionControl(MusicInstrument instrument, bool value);

	/**
	 * Sets the mute control value
	 */
	void setMuteControl(MusicInstrument instrument, bool value);

	/**
	 * Handles regular updates
	 * @returns		True if the music is still playing
	 */
	bool update();
};

} // End of namespace Titanic

#endif /* TITANIC_MUSIC_ROOM_HANDLER_H */