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
|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2005 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 SOUND_MIXER_H
#define SOUND_MIXER_H
#include "stdafx.h"
#include "common/scummsys.h"
#include "common/mutex.h"
class AudioStream;
class Channel;
class File;
class OSystem;
typedef uint32 SoundHandle;
class SoundMixer {
public:
enum {
/** unsigned samples (default: signed) */
FLAG_UNSIGNED = 1 << 0,
/** sound is 16 bits wide (default: 8bit) */
FLAG_16BITS = 1 << 1,
/** sample is little endian (default: big endian) */
FLAG_LITTLE_ENDIAN = 1 << 2,
/** sound is in stereo (default: mono) */
FLAG_STEREO = 1 << 3,
/** reverse the left and right stereo channel */
FLAG_REVERSE_STEREO = 1 << 4,
/** sound buffer is freed automagically at the end of playing */
FLAG_AUTOFREE = 1 << 5,
/** loop the audio */
FLAG_LOOP = 1 << 6
};
enum SoundType {
kPlainSoundType = 0,
kMusicSoundType = 1,
kSFXSoundType = 2,
kSpeechSoundType = 3
};
enum {
kMaxChannelVolume = 255,
kMaxMixerVolume = 256
};
private:
enum {
NUM_CHANNELS = 16
};
OSystem *_syst;
Common::Mutex _mutex;
Channel *_premixChannel;
uint _outputRate;
int _volumeForSoundType[4];
bool _paused;
uint32 _handleSeed;
Channel *_channels[NUM_CHANNELS];
bool _mixerReady;
public:
SoundMixer();
~SoundMixer();
/**
* Is the mixer ready and setup? This may not be the case on systems which
* don't support digital sound output. In that case, the mixer proc may
* never be called. That in turn can cause breakage in games which use the
* premix callback for syncing. In particular, the Adlib MIDI emulation...
*
* @return whether the mixer is ready and setup
*/
bool isReady() const { return _mixerReady; };
/**
* Set the premix stream. This is mainly used for the adlib music, but
* is not limited to it. The premix stream is invoked by the mixer whenever
* it needs to generate any data, before any other mixing takes place.
*/
void setupPremix(AudioStream *stream, SoundType type = kPlainSoundType);
/**
* Start playing the given raw sound data.
* Internally, this simply creates an audio input stream wrapping the data
* (using the makeLinearInputStream factory function), which is then
* passed on to playInputStream.
*/
void playRaw(SoundHandle *handle,
void *sound, uint32 size, uint rate, byte flags,
int id = -1, byte volume = 255, int8 balance = 0,
uint32 loopStart = 0, uint32 loopEnd = 0,
SoundType type = kSFXSoundType);
/**
* Start playing the given audio input stream.
*/
void playInputStream(SoundType type, SoundHandle *handle, AudioStream *input,
int id = -1, byte volume = 255, int8 balance = 0,
bool autofreeStream = true, bool permanent = false);
/**
* Stop all currently playing sounds.
*/
void stopAll(bool force = false);
/**
* Stop playing the sound with given ID.
*
* @param id the ID of the sound to affect
*/
void stopID(int id);
/**
* Stop playing the sound corresponding to the given handle.
*
* @param handle the sound to affect
*/
void stopHandle(SoundHandle handle);
/**
* Pause/unpause the mixer (this temporarily stops all audio processing,
* including all regular channels and the premix channel).
*
* @param paused true to pause the mixer, false to unpause it
*/
void pauseAll(bool paused);
/**
* Pause/unpause the sound with the given ID.
*
* @param id the ID of the sound to affect
* @param paused true to pause the sound, false to unpause it
*/
void pauseID(int id, bool paused);
/**
* Pause/unpause the sound corresponding to the given handle.
*
* @param handle the sound to affect
* @param paused true to pause the sound, false to unpause it
*/
void pauseHandle(SoundHandle handle, bool paused);
/**
* Check if a sound with the given ID is active.
*
* @param id the ID of the sound to query
* @return true if the sound is active
*/
bool isSoundIDActive(int id);
/**
* Check if a sound with the given hANDLE is active.
*
* @param handle the sound to query
* @return true if the sound is active
*/
bool isSoundHandleActive(SoundHandle handle);
/**
* Check if the mixer is paused (using pauseAll).
*
* @return true if the mixer is paused
*/
bool isPaused();
/**
* Set the channel volume for the given handle.
*
* @param handle the sound to affect
* @param volume the new channel volume (0 - 255)
*/
void setChannelVolume(SoundHandle handle, byte volume);
/**
* Set the channel balance for the given handle.
*
* @param handle the sound to affect
* @param balance the new channel balance:
* (-127 ... 0 ... 127) corresponds to (left ... center ... right)
*/
void setChannelBalance(SoundHandle handle, int8 balance);
/**
* Get approximation of for how long the Sound ID has been playing.
*/
uint32 getSoundElapsedTimeOfSoundID(int id);
/**
* Get approximation of for how long the channel has been playing.
*/
uint32 getSoundElapsedTime(SoundHandle handle);
/**
* Check whether any channel of the given sound type is active.
* For example, this can be used to check whether any SFX sound
* is currently playing, by checking for type kSFXSoundType.
*
* @param type the sound type to look for
* @return true if any channels of the specified type are active.
*/
bool hasActiveChannelOfType(SoundType type);
/**
* Set the volume for the given sound type.
*
* @param volume the new global volume, 0-kMaxMixerVolume
*/
void setVolumeForSoundType(SoundType type, int volume);
/**
* Query the global volume.
*
* @return the global music volume, 0-kMaxMixerVolume
*/
int getVolumeForSoundType(SoundType type) const;
/**
* Query the system's audio output sample rate. This returns
* the same value as OSystem::getOutputSampleRate().
*
* @return the output sample rate in Hz
*/
uint getOutputRate() const { return _outputRate; }
private:
void insertChannel(SoundHandle *handle, Channel *chan);
/**
* Internal main method -- all the actual mixing work is done from here.
*/
void mix(int16 * buf, uint len);
/**
* The mixer callback function, passed on to OSystem::setSoundCallback().
* This simply calls the mix() method.
*/
static void mixCallback(void *s, byte *samples, int len);
};
#endif
|