ScummVM API documentation
sound.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 #ifndef AGOS_SOUND_H
23 #define AGOS_SOUND_H
24 
25 #include "audio/audiostream.h"
26 #include "audio/mixer.h"
27 #include "agos/intern.h"
28 #include "common/str.h"
29 
30 namespace Common {
31 class File;
32 }
33 
34 namespace AGOS {
35 
36 class BaseSound;
37 
38 class AGOSEngine;
39 
40 class Sound {
41 private:
42  AGOSEngine *_vm;
43 
44  Audio::Mixer *_mixer;
45 
46  BaseSound *_voice;
47  BaseSound *_effects;
48 
49  uint16 *_filenums;
50  uint32 *_offsets;
51  uint16 _lastVoiceFile;
52 
53  Audio::SoundHandle _voiceHandle;
54  Audio::SoundHandle _effectsHandle;
55  Audio::SoundHandle _ambientHandle;
56  Audio::SoundHandle _sfx5Handle;
57 
58  bool _hasEffectsFile;
59  bool _hasVoiceFile;
60  uint16 _ambientPlaying;
61  uint _voicePlaying;
62 
63  // Personal Nightmare specific
64  byte *_soundQueuePtr;
65  uint16 _soundQueueNum;
66  uint32 _soundQueueSize;
67  uint16 _soundQueueFreq;
68 public:
69  Sound(AGOSEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer);
70  ~Sound();
71 
72  enum TypeFlags {
73  TYPE_AMBIENT = 1 << 0,
74  TYPE_SFX = 1 << 1,
75  TYPE_SFX5 = 1 << 2
76  };
77 
78 protected:
79  void loadVoiceFile(const GameSpecificSettings *gss);
80  void loadSfxFile(const GameSpecificSettings *gss);
81 
82 public:
83  void readSfxFile(const Common::Path &filename);
84  void loadSfxTable(const char *gameFilename, uint32 base);
85  void readVoiceFile(const Common::Path &filename);
86 
87  void playVoice(uint sound);
88  void playEffects(uint sound);
89  void playAmbient(uint sound);
90 
91  // Personal Nightmare specific
92  void handleSoundQueue();
93  void queueSound(byte *ptr, uint16 sound, uint32 size, uint16 freq);
94 
95  // Elvira 1/2 and Waxworks specific
96  void playRawData(byte *soundData, uint sound, uint size, uint freq);
97 
98  // Feeble Files specific
99  void playAmbientData(byte *soundData, uint sound, uint pan, uint vol);
100  void playSfxData(byte *soundData, uint sound, uint pan, uint vol);
101  void playSfx5Data(byte *soundData, uint sound, uint pan, uint vol);
102  void playSoundData(Audio::SoundHandle *handle, byte *soundData, uint sound, int pan = 0, int vol = 0, bool loop = false);
103  void playVoiceData(byte *soundData, uint sound);
104  void switchVoiceFile(const GameSpecificSettings *gss, uint disc);
105 
106  bool hasVoice() const;
107  bool isSfxActive() const;
108  bool isVoiceActive() const;
109  uint getCurrentVoice() const { return _voicePlaying; }
110  void stopAllSfx();
111  void stopSfx();
112  void stopSfx5();
113  void stopVoice();
114  void stopAll();
115  void effectsMute(bool mute, uint16 effectsVolume);
116  void ambientMute(bool mute, uint16 effectsVolume);
117 };
118 
119 } // End of namespace AGOS
120 
121 #endif
Definition: sound.h:40
Definition: path.h:52
Definition: agos.h:235
Definition: mixer.h:49
Definition: mixer.h:70
Definition: agos.h:70
Definition: algorithm.h:29
Definition: intern.h:196