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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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.
*
* $Header$
*
*/
#ifndef SKYSOUND_H
#define SKYSOUND_H
#include "stdafx.h"
#include "common/scummsys.h"
#include "sound/mixer.h"
class SkyDisk;
enum {
SOUND_CH0 = 0,
SOUND_CH1 = 1,
SOUND_BG = 2,
SOUND_VOICE = 3,
SOUND_SPEECH = 4
};
struct SfxQueue {
uint8 count, fxNo, chan, vol;
};
#define MAX_QUEUED_FX 4
class SkySound {
protected:
public:
SoundMixer *_mixer;
PlayingSoundHandle _voiceHandle;
PlayingSoundHandle _effectHandle;
PlayingSoundHandle _bgSoundHandle;
PlayingSoundHandle _ingameSound0, _ingameSound1, _ingameSpeech;
uint16 _saveSounds[2];
protected:
void playSound(uint32 id, byte *sound, uint32 size, PlayingSoundHandle *handle);
public:
SkySound(SoundMixer *mixer, SkyDisk *pDisk, uint8 pVolume);
~SkySound(void);
void loadSection(uint8 pSection);
void playSound(uint16 sound, uint16 volume, uint8 channel);
void fnStartFx(uint32 sound, uint8 channel);
bool startSpeech(uint16 textNum);
bool speechFinished(void) { return !_ingameSpeech.isActive(); };
void fnPauseFx(void);
void fnUnPauseFx(void);
void fnStopFx(void);
void stopSpeech(void);
void checkFxQueue(void);
void restoreSfx(void);
uint8 _soundsTotal;
private:
SkyDisk *_skyDisk;
uint16 _sfxBaseOfs;
uint8 *_soundData;
uint8 *_sampleRates, *_sfxInfo;
uint8 _mainSfxVolume;
static uint16 _speechConvertTable[8];
static SfxQueue _sfxQueue[MAX_QUEUED_FX];
};
#endif
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