aboutsummaryrefslogtreecommitdiff
path: root/sound/mixer.h
blob: dbb947cc7e7e225df941f971f2f5188dd9874251 (plain)
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
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#ifndef SOUND_MIXER_H
#define SOUND_MIXER_H

#include "common/scummsys.h"
#include "common/mutex.h"


class OSystem;


namespace Audio {

class AudioStream;
class Channel;
class Mixer;
class MixerImpl;

/**
 * A SoundHandle instances corresponds to a specific sound
 * being played via the mixer. It can be used to control that
 * sound (pause it, stop it, etc.).
 * @see The Mixer class
 */
class SoundHandle {
	friend class Channel;
	friend class MixerImpl;
	uint32 _val;
public:
	inline SoundHandle() : _val(0xFFFFFFFF) {}
};

/**
 * The main audio mixer handles mixing of an arbitrary number of
 * input audio streams (in the form of AudioStream instances).
 */
class Mixer {
public:
	/**
	 * Various flags which can be bit-ORed and then passed to
	 * Mixer::playRaw resp. makeLinearInputStream to control their
	 * behavior.
	 *
	 * Engine authors are advised not to rely on a certain value or
	 * order of these flags (in particular, do not store them verbatim
	 * in savestates).
	 */
	enum RawFlags {
		/** unsigned samples (default: signed) */
		FLAG_UNSIGNED = 1 << 0,

		/** sound is 16 bits wide (default: 8bit) */
		FLAG_16BITS = 1 << 1,

		/** samples are 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
	};

public:
	Mixer() {}
	virtual ~Mixer() {}



	/**
	 * 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 try to
	 * sync with an audio stream. In particular, the Adlib MIDI emulation...
	 *
	 * @return whether the mixer is ready and setup
	 *
	 * @todo get rid of this?
	 */
	virtual bool isReady() const = 0;



	/**
	 * 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.
	 */
	virtual void playRaw(
		SoundType type,
		SoundHandle *handle,
		void *sound, uint32 size, uint rate, byte flags,
		int id = -1, byte volume = kMaxChannelVolume, int8 balance = 0,
		uint32 loopStart = 0, uint32 loopEnd = 0) = 0;

	/**
	 * Start playing the given audio input stream.
	 *
	 * Note that the sound id assigned below is unique. At most one stream
	 * with a given id can play at any given time. Trying to play a sound
	 * with an id that is already in use causes the new sound to be not played.
	 *
	 * @param type	the type (voice/sfx/music) of the stream
	 * @param handle	a SoundHandle which can be used to reference and control
	 *                  the stream via suitable mixer methods
	 * @param input	the actual AudioStream to be played
	 * @param id	a unique id assigned to this stream
	 * @param volume	the volume with which to play the sound, ranging from 0 to 255
	 * @param balance	the balance with which to play the sound, ranging from -128 to 127
	 * @param autofreeStream	a flag indicating whether the stream should be
	 *                          freed after playback finished
	 * @param permanent	a flag indicating whether a plain stopAll call should
	 *                  not stop this particular stream
	 * @param reverseStereo	a flag indicating whether left and right channels shall be swapped
	 */
	virtual void playInputStream(
		SoundType type,
		SoundHandle *handle,
		AudioStream *input,
		int id = -1, byte volume = kMaxChannelVolume, int8 balance = 0,
		bool autofreeStream = true,
		bool permanent = false,
		bool reverseStereo = false) = 0;



	/**
	 * Stop all currently playing sounds.
	 */
	virtual void stopAll() = 0;

	/**
	 * Stop playing the sound with given ID.
	 *
	 * @param id the ID of the sound to affect
	 */
	virtual void stopID(int id) = 0;

	/**
	 * Stop playing the sound corresponding to the given handle.
	 *
	 * @param handle the sound to affect
	 */
	virtual void stopHandle(SoundHandle handle) = 0;



	/**
	 * Pause/unpause all sounds, including all regular and permanent
	 * channels
	 *
	 * @param paused true to pause everything, false to unpause
	 */
	virtual void pauseAll(bool paused) = 0;

	/**
	 * 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
	 */
	virtual void pauseID(int id, bool paused) = 0;

	/**
	 * 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
	 */
	virtual void pauseHandle(SoundHandle handle, bool paused) = 0;



	/**
	 * 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
	 */
	virtual bool isSoundIDActive(int id) = 0;

	/**
	 * Get the sound ID of handle sound
	 *
	 * @param handle sound to query
	 * @return sound ID if active
	 */
	virtual int getSoundID(SoundHandle handle) = 0;

	/**
	 * Check if a sound with the given handle is active.
	 *
	 * @param handle sound to query
	 * @return true if the sound is active
	 */
	virtual bool isSoundHandleActive(SoundHandle handle) = 0;



	/**
	 * Set the channel volume for the given handle.
	 *
	 * @param handle the sound to affect
	 * @param volume the new channel volume (0 - kMaxChannelVolume)
	 */
	virtual void setChannelVolume(SoundHandle handle, byte volume) = 0;

	/**
	 * 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)
	 */
	virtual void setChannelBalance(SoundHandle handle, int8 balance) = 0;

	/**
	 * Get approximation of for how long the channel has been playing.
	 */
	virtual uint32 getSoundElapsedTime(SoundHandle handle) = 0;

	/**
	 * 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.
	 */
	virtual bool hasActiveChannelOfType(SoundType type) = 0;

	/**
	 * Set the volume for the given sound type.
	 *
	 * @param type the sound type
	 * @param volume the new global volume, 0 - kMaxMixerVolume
	 */
	virtual void setVolumeForSoundType(SoundType type, int volume) = 0;

	/**
	 * Query the global volume.
	 *
	 * @param type the sound type
	 * @return the global music volume, 0 - kMaxMixerVolume
	 */
	virtual int getVolumeForSoundType(SoundType type) const = 0;

	/**
	 * Query the system's audio output sample rate. This returns
	 * the same value as OSystem::getOutputSampleRate().
	 *
	 * @return the output sample rate in Hz
	 */
	virtual uint getOutputRate() const = 0;
};


} // End of namespace Audio

#endif