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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 BSSOUND_H
#define BSSOUND_H
#include "object.h"
#include "sworddefs.h"
#include "common/file.h"
#include "sound/mixer.h"
#include "common/util.h"
#define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c)
#define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list
#define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together
#define FX_SPOT 1
#define FX_LOOP 2
#define FX_RANDOM 3
struct QueueElement {
uint32 id, delay;
PlayingSoundHandle handle;
};
struct RoomVol {
int32 roomNo, leftVol, rightVol;
};
struct FxDef {
uint32 sampleId, type, delay;
RoomVol roomVolList[MAX_ROOMS_PER_FX];
};
class SoundMixer;
class ResMan;
class SwordSound {
public:
SwordSound(const char *searchPath, SoundMixer *mixer, ResMan *pResMan);
~SwordSound(void);
void newScreen(uint32 screen);
void quitScreen(void);
bool startSpeech(uint16 roomNo, uint16 localNo); // this should work more or less.
// Maybe we'll need a delay of 3 gameCycles.
bool speechFinished(void);
void stopSpeech();
bool amISpeaking(void); // this is supposed to return if the sounddata is near the ending or very silent...
void fnStopFx(int32 fxNo);
int addToQueue(int32 fxNo);
void engine(void);
private:
void playSample(QueueElement *elem);
void initCowSystem(void);
void closeCowSystem(void);
int16 *uncompressSpeech(uint32 index, uint32 cSize, uint32 *size);
File _cowFile;
uint32 *_cowHeader;
uint32 _cowHeaderSize;
uint8 _currentCowFile;
PlayingSoundHandle _speechHandle, _fxHandle;
Common::RandomSource _rnd;
QueueElement _fxQueue[MAX_FXQ_LENGTH];
uint8 _endOfQueue;
SoundMixer *_mixer;
ResMan *_resMan;
char _filePath[100];
static const char _musicList[270];
static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
static const FxDef _fxList[312];
};
#endif //BSSOUND_H
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