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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001/2002 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
#include "sound/mixer.h"
#include "simon/intern.h"
class SimonSound {
private:
class Sound {
protected:
File *_file;
uint32 *_offsets;
SoundMixer *_mixer;
public:
Sound(SoundMixer *mixer, File *file, uint32 base = 0);
virtual int playSound(uint sound, PlayingSoundHandle *handle, byte flags = 0) = 0;
};
class WavSound : public Sound {
public:
WavSound(SoundMixer *mixer, File *file, uint32 base = 0) : Sound(mixer, file, base) {};
int playSound(uint sound, PlayingSoundHandle *handle, byte flags = 0);
};
class VocSound : public Sound {
public:
VocSound(SoundMixer *mixer, File *file, uint32 base = 0) : Sound(mixer, file, base) {};
int playSound(uint sound, PlayingSoundHandle *handle, byte flags = 0);
};
class MP3Sound : public Sound {
public:
MP3Sound(SoundMixer *mixer, File *file, uint32 base = 0) : Sound(mixer, file, base) {};
int playSound(uint sound, PlayingSoundHandle *handle, byte flags = 0);
};
byte _game;
int _voice_index;
int _ambient_index;
SoundMixer *_mixer;
Sound *_voice;
Sound *_effects;
bool _effects_paused;
bool _ambient_paused;
public:
PlayingSoundHandle _voice_handle;
PlayingSoundHandle _effects_handle;
PlayingSoundHandle _ambient_handle;
uint _ambient_playing;
SimonSound(const byte game, const GameSpecificSettings *gss, const char *gameDataPath, SoundMixer *mixer);
void readSfxFile(const char *filename, const char *gameDataPath);
void loadSfxTable(File *gameFile, uint32 base);
void playVoice(uint sound);
void playEffects(uint sound);
void playAmbient(uint sound);
bool hasVoice();
void stopVoice();
void stopAll();
void effectsPause(bool b);
void ambientPause(bool b);
};
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