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/* Copyright (C) 1994-2005 Revolution Software Ltd
*
* 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 D_SOUND_H
#define D_SOUND_H
#include "common/file.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
namespace Sword2 {
class MusicInputStream;
// Max number of sound fx
#define MAXFX 16
#define MAXMUS 2
enum {
kCLUMode = 1,
kMP3Mode,
kVorbisMode,
kFlacMode
};
extern void sword2_sound_handler(void *refCon);
struct FxHandle {
int32 _id;
bool _paused;
int8 _volume;
PlayingSoundHandle _handle;
};
class Sound : public AudioStream {
private:
Sword2Engine *_vm;
Common::MutexRef _mutex;
int32 _panTable[33];
bool _soundOn;
MusicInputStream *_music[MAXMUS];
int16 *_mixBuffer;
int _mixBufferLen;
bool _musicPaused;
bool _musicMuted;
PlayingSoundHandle _soundHandleSpeech;
bool _speechPaused;
bool _speechMuted;
FxHandle _fx[MAXFX];
bool _fxPaused;
bool _fxMuted;
int32 getFxIndex(int32 id);
void stopFxHandle(int i);
public:
Sound(Sword2Engine *vm);
~Sound();
// AudioStream API
int readBuffer(int16 *buffer, const int numSamples);
bool isStereo() const;
bool endOfData() const;
int getRate() const;
// End of AudioStream API
void buildPanTable(bool reverse);
void muteMusic(bool mute);
bool isMusicMute(void);
void pauseMusic(void);
void unpauseMusic(void);
void stopMusic(void);
void waitForLeadOut(void);
int32 streamCompMusic(uint32 musicId, bool looping);
int32 musicTimeRemaining(void);
void muteSpeech(bool mute);
bool isSpeechMute(void);
void pauseSpeech(void);
void unpauseSpeech(void);
int32 stopSpeech(void);
int32 getSpeechStatus(void);
int32 amISpeaking(void);
uint32 preFetchCompSpeech(uint32 speechid, uint16 **buf);
int32 playCompSpeech(uint32 speechid, uint8 vol, int8 pan);
void muteFx(bool mute);
bool isFxMute(void);
int32 setFxIdVolumePan(int32 id, uint8 vol, int8 pan);
int32 setFxIdVolume(int32 id, uint8 vol);
void pauseFx(void);
void pauseFxForSequence(void);
void unpauseFx(void);
bool isFxPlaying(int32 id);
int32 playFx(int32 id, uint32 len, uint8 *data, uint8 vol, int8 pan, uint8 type);
int32 stopFx(int32 id);
void clearAllFx(void);
};
} // End of namespace Sword2
#endif
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