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
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
|
/* 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_MANAGER_H
#define TITANIC_SOUND_MANAGER_H
#include "titanic/core/list.h"
#include "titanic/support/simple_file.h"
#include "titanic/sound/audio_buffer.h"
#include "titanic/sound/proximity.h"
#include "titanic/sound/qmixer.h"
#include "titanic/sound/wave_file.h"
#include "titanic/true_talk/dialogue_file.h"
namespace Titanic {
/**
* Abstract interface class for a sound manager
*/
class CSoundManager {
protected:
double _musicPercent;
double _speechPercent;
double _masterPercent;
double _parrotPercent;
uint _handleCtr;
public:
CSoundManager();
virtual ~CSoundManager() {}
/**
* Loads a sound
* @param name Name of sound resource
* @returns Loaded wave file
*/
virtual CWaveFile *loadSound(const CString &name) { return nullptr; }
/**
* Loads a speech resource from a dialogue file
* @param name Name of sound resource
* @returns Loaded wave file
*/
virtual CWaveFile *loadSpeech(CDialogueFile *dialogueFile, int speechId) { return 0; }
/**
* Loads a music file
* @param name Name of music resource
* @returns Loaded wave file
* @remarks The original only classified music as what's produced in the
* music room puzzle. For ScummVM, we've reclassified some wave files that
* contain background music as music as well.
*/
virtual CWaveFile *loadMusic(const CString &name) { return nullptr; }
/**
* Loads a music file from a streaming audio buffer
* @param buffer Audio buffer
* @returns Loaded wave file
*/
virtual CWaveFile *loadMusic(CAudioBuffer *buffer, DisposeAfterUse::Flag disposeAfterUse) { return nullptr; }
/**
* Start playing a previously loaded wave file
*/
virtual int playSound(CWaveFile &waveFile, CProximity &prox) = 0;
/**
* Stop playing the specified sound
*/
virtual void stopSound(int handle) = 0;
/**
* Stops a designated range of channels
*/
virtual void stopChannel(int channel) = 0;
virtual void proc9(int handle) {}
/**
* Stops sounds on all playing channels
*/
virtual void stopAllChannels() = 0;
/**
* Sets the volume for a sound
* @param handle Handle for sound
* @param volume New volume
* @param seconds Number of seconds to transition to the new volume
*/
virtual void setVolume(int handle, uint volume, uint seconds) = 0;
/**
* Set the position for a sound
* @param handle Handle for sound
* @param x x position in metres
* @param y y position in metres
* @param z z position in metres
* @param panRate Rate in milliseconds to transition
*/
virtual void setVectorPosition(int handle, double x, double y, double z, uint panRate) {}
/**
* Set the position for a sound
* @param handle Handle for sound
* @param range Range value in metres
* @param azimuth Azimuth value in degrees
* @param elevation Elevation value in degrees
* @param panRate Rate in milliseconds to transition
*/
virtual void setPolarPosition(int handle, double range, double azimuth, double elevation, uint panRate) {}
/**
* Returns true if the given sound is currently active
*/
virtual bool isActive(int handle) = 0;
/**
* Returns true if the given sound is currently active
*/
virtual bool isActive(const CWaveFile *waveFile) { return false; }
/**
* Handles regularly updating the mixer
*/
virtual void waveMixPump() = 0;
/**
* Returns the movie latency
*/
virtual uint getLatency() const { return 0; }
/**
* Sets the music volume percent
*/
virtual void setMusicPercent(double percent) = 0;
/**
* Sets the speech volume percent
*/
virtual void setSpeechPercent(double percent) = 0;
/**
* Sets the master volume percent
*/
virtual void setMasterPercent(double percent) = 0;
/**
* Sets the Parrot NPC volume percent
*/
virtual void setParrotPercent(double percent) = 0;
/**
* Called when a game is about to be loaded
*/
virtual void preLoad() { stopAllChannels(); }
/**
* Load the data for the class from file
*/
void load(SimpleFile *file) {}
/**
* Called after loading of a game is completed
*/
virtual void postLoad() {}
/**
* Called when a game is about to be saved
*/
virtual void preSave() {}
/**
* Save the data for the class to file
*/
void save(SimpleFile *file) const {}
/**
* Called after saving is complete
*/
virtual void postSave() {}
/**
* Sets the position and orientation for the listener (player)
*/
virtual void setListenerPosition(double posX, double posY, double posZ,
double directionX, double directionY, double directionZ, bool stopSounds) {}
/**
* Returns the music volume percent
*/
double getMusicVolume() const { return _musicPercent; }
/**
* Returns the speech volume percent
*/
double getSpeechVolume() const { return _speechPercent; }
/**
* Returns the parrot volume percent
*/
double getParrotVolume() const { return _parrotPercent; }
/**
* Gets the volume for a given mode? value
*/
uint getModeVolume(int mode);
};
class QSoundManagerSound : public ListItem {
public:
CWaveFile *_waveFile;
int _iChannel;
CEndTalkerFn _endFn;
TTtalker *_talker;
public:
QSoundManagerSound() : ListItem(), _waveFile(nullptr),
_iChannel(0), _endFn(nullptr), _talker(nullptr) {}
QSoundManagerSound(CWaveFile *waveFile, int iChannel, CEndTalkerFn endFn, TTtalker *talker) :
ListItem(), _waveFile(waveFile), _iChannel(iChannel), _endFn(endFn), _talker(talker) {}
};
class QSoundManagerSounds : public List<QSoundManagerSound> {
public:
/**
* Adds a new sound entry to the list
*/
void add(CWaveFile *waveFile, int iChannel, CEndTalkerFn endFn, TTtalker *talker);
/**
* Flushes a wave file attached to the specified channel
*/
void flushChannel(int iChannel);
/**
* Flushes a wave file attached to the specified channel
*/
void flushChannel(CWaveFile *waveFile, int iChannel);
/**
* Returns true if the list contains the specified wave file
*/
bool contains(const CWaveFile *waveFile) const;
};
/**
* Concrete sound manager class that handles interfacing with
* the QMixer sound mixer class
*/
class QSoundManager : public CSoundManager, public QMixer {
struct Slot {
CWaveFile *_waveFile;
bool _isTimed;
uint _ticks;
int _channel;
int _handle;
PositioningMode _positioningMode;
Slot() : _waveFile(0), _isTimed(0), _ticks(0), _channel(-1),
_handle(0), _positioningMode(POSMODE_NONE) {}
void clear();
};
private:
QSoundManagerSounds _sounds;
Common::Array<Slot> _slots;
uint _channelsVolume[16];
int _channelsMode[16];
private:
/**
* Updates the volume for a channel
* @param channel Channel to be update
* @param panRate Time in milliseconds for change to occur
*/
void updateVolume(int channel, uint panRate);
/**
* Updates all the volumes
*/
void updateVolumes();
/**
* Called by the QMixer when a sound finishes playing
*/
static void soundFinished(int iChannel, CWaveFile *waveFile, void *soundManager);
/**
* Finds the first free slot
*/
int findFreeSlot();
/**
* Sets a channel volume
*/
void setChannelVolume(int iChannel, uint volume, uint mode);
/**
* Resets the specified channel and returns a new free one
*/
int resetChannel(int iChannel);
public:
int _field18;
int _field1C;
public:
QSoundManager(Audio::Mixer *mixer);
virtual ~QSoundManager();
/**
* Loads a sound
* @param name Name of sound resource
* @returns Loaded wave file
*/
virtual CWaveFile *loadSound(const CString &name);
/**
* Loads a speech resource from a dialogue file
* @param name Name of sound resource
* @returns Loaded wave file
*/
virtual CWaveFile *loadSpeech(CDialogueFile *dialogueFile, int speechId);
/**
* Loads a music file
* @param name Name of music resource
* @returns Loaded wave file
* @remarks The original only classified music as what's produced in the
* music room puzzle. For ScummVM, we've reclassified some wave files that
* contain background music as music as well.
*/
virtual CWaveFile *loadMusic(const CString &name);
/**
* Loads a music file from a streaming audio buffer
* @param buffer Audio buffer
* @returns Loaded wave file
*/
virtual CWaveFile *loadMusic(CAudioBuffer *buffer, DisposeAfterUse::Flag disposeAfterUse);
/**
* Start playing a previously loaded sound resource
*/
virtual int playSound(CWaveFile &waveFile, CProximity &prox);
/**
* Stop playing the specified sound
*/
virtual void stopSound(int handle);
/**
* Stops a designated range of channels
*/
virtual void stopChannel(int channel);
/**
* Flags that a sound can be freed if a timeout is set
*/
virtual void setCanFree(int handle);
/**
* Stops sounds on all playing channels
*/
virtual void stopAllChannels();
/**
* Sets the volume for a sound
* @param handle Handle for sound
* @param volume New volume
* @param seconds Number of seconds to transition to the new volume
*/
virtual void setVolume(int handle, uint volume, uint seconds);
/**
* Set the position for a sound
* @param handle Handle for sound
* @param x x position in metres
* @param y y position in metres
* @param z z position in metres
* @param panRate Rate in milliseconds to transition
*/
virtual void setVectorPosition(int handle, double x, double y, double z, uint panRate);
/**
* Set the position for a sound
* @param handle Handle for sound
* @param range Range value in metres
* @param azimuth Azimuth value in degrees
* @param elevation Elevation value in degrees
* @param panRate Rate in milliseconds to transition
*/
virtual void setPolarPosition(int handle, double range, double azimuth, double elevation, uint panRate);
/**
* Returns true if the given sound is currently active
*/
virtual bool isActive(int handle);
/**
* Returns true if the given sound is currently active
*/
virtual bool isActive(const CWaveFile *waveFile);
/**
* Handles regularly updating the mixer
*/
virtual void waveMixPump();
/**
* Returns the movie latency
*/
virtual uint getLatency() const;
/**
* Sets the music volume percent
*/
virtual void setMusicPercent(double percent);
/**
* Sets the speech volume percent
*/
virtual void setSpeechPercent(double percent);
/**
* Sets the master volume percent
*/
virtual void setMasterPercent(double percent);
/**
* Sets the Parrot NPC volume percent
*/
virtual void setParrotPercent(double percent);
/**
* Sets the position and orientation for the listener (player)
*/
virtual void setListenerPosition(double posX, double posY, double posZ,
double directionX, double directionY, double directionZ, bool stopSounds);
/**
* Starts a wave file playing
*/
virtual int playWave(CWaveFile *waveFile, int iChannel, uint flags, CProximity &prox);
/**
* Called when a wave file is freed
*/
void soundFreed(Audio::SoundHandle &handle);
};
} // End of namespace Titanic
#endif /* TITANIC_QSOUND_MANAGER_H */
|