ScummVM API documentation
emisound.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_MSS_H
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#define GRIM_MSS_H
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#include "audio/mixer.h"
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#include "common/str.h"
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#include "common/stack.h"
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#include "common/mutex.h"
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#include "common/hashmap.h"
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#include "math/vector3d.h"
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namespace
Grim
{
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class
SoundTrack;
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class
SaveGame;
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struct
MusicEntry
{
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int
_x;
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int
_y;
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int
_sync;
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int
_trim;
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int
_id;
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Common::String
_type;
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Common::String
_name;
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Common::String
_filename;
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};
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// Currently this class only implements the exact functions called in iMuse
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// from Actor, to allow for splitting that into EMI-sound and iMuse without
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// changing iMuse.
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class
EMISound
{
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public
:
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EMISound
(
int
fps);
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~
EMISound
();
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bool
startVoice(
const
Common::String
&soundName,
int
volume = static_cast<int>(
Audio::Mixer::kMaxChannelVolume
),
int
pan = 64);
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bool
startSfx(
const
Common::String
&soundName,
int
volume = static_cast<int>(
Audio::Mixer::kMaxChannelVolume
),
int
pan = 64);
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bool
startSfxFrom(
const
Common::String
&soundName,
const
Math::Vector3d &pos,
int
volume = static_cast<int>(
Audio::Mixer::kMaxChannelVolume
));
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bool
getSoundStatus(
const
Common::String
&soundName);
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void
stopSound(
const
Common::String
&soundName);
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int32 getPosIn16msTicks(
const
Common::String
&soundName);
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void
setVolume(
const
Common::String
&soundName,
int
volume);
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void
setPan(
const
Common::String
&soundName,
int
pan);
/* pan: 0 .. 127 */
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bool
loadSfx(
const
Common::String
&soundName,
int
&
id
);
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void
playLoadedSound(
int
id
,
bool
looping);
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void
playLoadedSoundFrom(
int
id
,
const
Math::Vector3d &pos,
bool
looping);
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void
setLoadedSoundLooping(
int
id
,
bool
looping);
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void
stopLoadedSound(
int
id
);
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void
freeLoadedSound(
int
id
);
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void
setLoadedSoundVolume(
int
id
,
int
volume);
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void
setLoadedSoundPan(
int
id
,
int
pan);
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void
setLoadedSoundPosition(
int
id
,
const
Math::Vector3d &pos);
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bool
getLoadedSoundStatus(
int
id
);
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int
getLoadedSoundVolume(
int
id
);
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void
setMusicState(
int
stateId);
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void
selectMusicSet(
int
setId);
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bool
stateHasLooped(
int
stateId);
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bool
stateHasEnded(
int
stateId);
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void
restoreState(
SaveGame
*savedState);
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void
saveState(
SaveGame
*savedState);
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void
pushStateToStack();
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void
popStateFromStack();
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void
flushStack();
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void
pause(
bool
paused);
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void
flushTracks();
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uint32 getMsPos(
int
stateId);
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void
updateSoundPositions();
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private
:
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struct
StackEntry {
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int
_state;
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SoundTrack
*_track;
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};
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typedef
Common::List<SoundTrack *>
TrackList
;
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TrackList _playingTracks;
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SoundTrack
*_musicTrack;
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MusicEntry
*_musicTable;
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Common::String
_musicPrefix;
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Common::Stack<StackEntry>
_stateStack;
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// A mutex to avoid concurrent modification of the sound channels by the engine thread
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// and the timer callback, which may run in a different thread.
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Common::Mutex
_mutex;
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typedef
Common::HashMap<int, SoundTrack *>
TrackMap
;
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TrackMap _preloadedTrackMap;
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int
_curMusicState;
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int
_numMusicStates;
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int
_callbackFps;
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int
_curTrackId;
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static
void
timerHandler(
void
*refConf);
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void
removeItem(
SoundTrack
*item);
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TrackList::iterator
getPlayingTrackByName(
const
Common::String
&name);
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void
freeChannel(int32 channel);
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void
initMusicTable();
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void
callback();
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void
updateTrack(
SoundTrack
*track);
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void
freePlayingSounds();
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void
freeLoadedSounds();
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SoundTrack
*initTrack(
const
Common::String
&soundName,
Audio::Mixer::SoundType
soundType,
const
Audio::Timestamp
*start =
nullptr
)
const
;
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SoundTrack
*restartTrack(
SoundTrack
*track);
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bool
startSound(
const
Common::String
&soundName,
Audio::Mixer::SoundType
soundType,
int
volume,
int
pan);
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bool
startSoundFrom(
const
Common::String
&soundName,
Audio::Mixer::SoundType
soundType,
const
Math::Vector3d &pos,
int
volume);
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void
saveTrack(
SoundTrack
*track,
SaveGame
*savedState);
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SoundTrack
*restoreTrack(
SaveGame
*savedState);
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MusicEntry
*initMusicTableDemo(
const
Common::String
&filename);
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void
initMusicTableRetail(
MusicEntry
*table,
const
Common::String
filename);
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};
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extern
EMISound
*g_emiSound;
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}
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#endif
Grim::EMISound
Definition:
emisound.h:53
Common::String
Definition:
str.h:59
Common::List< SoundTrack * >
Audio::Timestamp
Definition:
timestamp.h:83
Grim::SaveGame
Definition:
savegame.h:33
Grim::MusicEntry
Definition:
emisound.h:39
Grim
Definition:
actor.h:33
Audio::Mixer::SoundType
SoundType
Definition:
mixer.h:62
Common::HashMap< int, SoundTrack * >
Common::Mutex
Definition:
mutex.h:67
Audio::Mixer::kMaxChannelVolume
Definition:
mixer.h:71
Common::ListInternal::Iterator
Definition:
list_intern.h:51
Common::Stack< StackEntry >
Grim::SoundTrack
Definition:
track.h:46
engines
grim
emi
sound
emisound.h
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