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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.
*
*/
#ifndef TITANIC_SOUND_H
#define TITANIC_SOUND_H
#include "titanic/support/simple_file.h"
#include "titanic/sound/proximity.h"
#include "titanic/sound/sound_manager.h"
#include "titanic/sound/wave_file.h"
#include "titanic/core/list.h"
#include "titanic/core/view_item.h"
#include "titanic/true_talk/dialogue_file.h"
namespace Titanic {
class CGameManager;
class CSoundItem : public ListItem {
public:
CString _name;
CWaveFile *_waveFile;
File *_dialogueFileHandle;
int _speechId;
DisposeAfterUse::Flag _disposeAfterUse;
bool _active;
public:
CSoundItem() : ListItem(), _waveFile(nullptr), _dialogueFileHandle(nullptr),
_speechId(0), _disposeAfterUse(DisposeAfterUse::NO), _active(false) {}
CSoundItem(const CString &name) : ListItem(), _name(name), _waveFile(nullptr),
_dialogueFileHandle(nullptr), _disposeAfterUse(DisposeAfterUse::NO),
_speechId(0), _active(false) {}
CSoundItem(File *dialogueFile, int speechId) : ListItem(), _waveFile(nullptr),
_dialogueFileHandle(dialogueFile), _speechId(speechId), _active(false),
_disposeAfterUse(DisposeAfterUse::NO) {}
};
class CSoundItemList : public List<CSoundItem> {
};
class CSound {
private:
CGameManager *_gameManager;
CSoundItemList _sounds;
private:
/**
* Check whether any sounds are done and can be be removed
*/
void checkSounds();
/**
* Removes the oldest sound from the sounds list that isn't
* currently playing
*/
void removeOldest();
public:
QSoundManager _soundManager;
public:
CSound(CGameManager *owner, Audio::Mixer *mixer);
/**
* Save the data for the class to file
*/
void save(SimpleFile *file) const;
/**
* Load the data for the class from file
*/
void load(SimpleFile *file);
/**
* Called when a game is about to be loaded
*/
void preLoad();
/**
* Called when loading a game is complete
*/
void postLoad() { _soundManager.postLoad(); }
/**
* Called when a game is about to be saved
*/
void preSave() { _soundManager.preSave(); }
/**
* Called when a game has finished being saved
*/
void postSave() { _soundManager.postSave(); }
/**
* Called when the view has been changed
*/
void preEnterView(CViewItem *newView, bool isNewRoom);
/**
* Returns true if a sound with the specified handle is active
*/
bool isActive(int handle);
/**
* Sets the volume for a sound
* @param handle Sound handle
* @param volume Volume percentage (0 to 100)
* @param seconds Number of seconds to transition to the new volume
*/
void setVolume(uint handle, uint volume, uint seconds);
/**
* Flags a sound about to be played as activated
*/
void activateSound(CWaveFile *waveFile,
DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::NO);
/**
* Stops any sounds attached to a given channel
*/
void stopChannel(int channel);
/**
* Loads a TrueTalk dialogue
* @param dialogueFile Dialogue file reference
* @param speechId Speech Id within dialogue
* @returns Wave file instance
*/
CWaveFile *getTrueTalkSound(CDialogueFile *dialogueFile, int index);
/**
* Load a speech resource
* @param dialogueFile Dialogue file reference
* @param speechId Speech Id within dialogue
* @returns Wave file instance
*/
CWaveFile *loadSpeech(CDialogueFile *dialogueFile, int speechId);
/**
* Play a speech
* @param dialogueFile Dialogue file reference
* @param speechId Speech Id within dialogue
* @param prox Proximity instance
*/
int playSpeech(CDialogueFile *dialogueFile, int speechId, CProximity &prox);
/**
* Load a sound
* @param name Name of sound resource
* @returns Sound item record
*/
CWaveFile *loadSound(const CString &name);
/**
* Play a sound
*/
int playSound(const CString &name, CProximity &prox);
/**
* Stop a sound
*/
void stopSound(uint handle);
/**
* Flags that a sound can be freed if a timeout is set
*/
void setCanFree(int handle);
/**
* Handles regularly updating the mixer
*/
void updateMixer();
};
} // End of namespace Titanic
#endif /* TITANIC_SOUND_H */
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