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
|
/* 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_INSTRUMENT_H
#define TITANIC_MUSIC_ROOM_INSTRUMENT_H
#include "common/array.h"
#include "titanic/support/string.h"
namespace Titanic {
enum MusicWaveInstrument { MV_PIANO = 0, MV_BASS = 1, MV_BELLS = 2, MV_SNAKE = 3 };
class CProjectItem;
class CSoundManager;
class CWaveFile;
class CGameObject;
class CMusicRoomInstrument {
struct CInstrumentWaveFile {
CWaveFile *_waveFile;
int _value;
CInstrumentWaveFile() : _waveFile(nullptr), _value(0) {}
};
private:
static bool _pianoToggle;
static int _pianoCtr;
static int _bassCtr;
static byte *_buffer;
static double *_array;
static int _arrayIndex;
private:
CSoundManager *_soundManager;
Common::Array<CInstrumentWaveFile> _items;
MusicWaveInstrument _instrument;
CProjectItem *_project;
CGameObject *_gameObjects[4];
int _waveIndex;
int _readPos;
int _readIncrement;
uint _size;
uint _count;
int _field4C;
private:
/**
* Loads the specified wave file, and returns a CWaveFile instance for it
*/
CWaveFile *createWaveFile(const CString &name);
/**
* Sets up an array used for figuring out the sequence in which to
* play the different wave files for each instrument to give the
* music based on the console's settings
*/
void setupArray(int minVal, int maxVal);
public:
double _animTime;
public:
/**
* Handles initialization of static fields
*/
static void init();
/**
* Deinitialization of static fields
*/
static void deinit();
public:
CMusicRoomInstrument(CProjectItem *project, CSoundManager *soundManager, MusicWaveInstrument instrument);
/**
* Sets the maximum number of allowed files that be defined
*/
void setFilesCount(uint count);
/**
* Loads a new file into the list of available entries
*/
void load(int index, const CString &filename, int v3);
/**
* Starts the music and associated animations
*/
void start();
/**
* Stops the music and associated animations
*/
void stop();
/**
* Handles regular updates of the instrument, allowing associated
* objects to start animations as the music is played
*/
void update(int val);
/**
* Clear the instrument
*/
void clear();
/**
* Resets the instrument, and sets the maximum for how much data can
* be read from the wave files during each read action
*/
void reset(uint total);
/**
* If there is any wave file currently specified, reads it in
* and merges it into the supplied buffer
*/
int read(int16 *ptr, uint size);
/**
* Figure out which wave file to use next
*/
void chooseWaveFile(int index, int freq);
};
} // End of namespace Titanic
#endif /* TITANIC_MUSIC_ROOM_INSTRUMENT_H */
|