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/* 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
 * 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/gob/sound.h $
 * $Id: sound.h 30944 2008-02-23 22:50:18Z sev $

#ifndef GOB_SOUND_H
#define GOB_SOUND_H

#include "common/mutex.h"
#include "common/frac.h"
#include "sound/audiostream.h"
#include "sound/mixer.h"
#include "sound/softsynth/pcspk.h"

namespace Gob {

enum SoundType {

enum SoundSource {

class SoundDesc {
      int16 _repCount;
      int16 _frequency;
      int16 _flag;
      int16 _id;

      byte *getData() { return _dataPtr; }
      uint32 size() { return _size; }
      bool empty() { return !_dataPtr; }
      bool isId(int16 id) { return _dataPtr && _id == id; }
      SoundType getType() { return _type; }

      void set(SoundType type, SoundSource src, byte *data, uint32 dSize);
      void load(SoundType type, SoundSource src, byte *data, uint32 dSize);
      void free();
      void convToSigned();

      // Which fade out length to use when the fade starts half-way through?
      int16 calcFadeOutLength(int16 frequency) {
            return (10 * (_size / 2)) / frequency;
      uint32 calcLength(int16 repCount, int16 frequency, bool fade) {
            uint32 fadeSize = fade ? _size / 2 : 0;
            return ((_size * repCount - fadeSize) * 1000) / frequency;
      SoundDesc() : _data(0), _dataPtr(0), _size(0), _type(SOUND_SND),
                  _source(SOUND_FILE), _repCount(0), _frequency(0),
                  _flag(0), _id(0) {}
      ~SoundDesc() { free(); }

      byte *_data;
      byte *_dataPtr;
      uint32 _size;

      SoundType _type;
      SoundSource _source;

      void loadSND(byte *data, uint32 dSize);
      void loadADL(byte *data, uint32 dSize);

class Snd : public Audio::AudioStream {
      char _playingSound;

      Snd(GobEngine *vm);

      void speakerOn(int16 frequency, int32 length);
      void speakerOff();
      void speakerOnUpdate(uint32 milis);
      void stopSound(int16 fadeLength, SoundDesc *sndDesc = 0);

      bool loadSample(SoundDesc &sndDesc, const char *fileName);
      void freeSample(SoundDesc &sndDesc);
      void playSample(SoundDesc &sndDesc, int16 repCount,
                  int16 frequency, int16 fadeLength = 0);

      void playComposition(int16 *composition, int16 freqVal,
                  SoundDesc *sndDescs = 0, int8 sndCount = 60);
      void stopComposition();
      void setRepeating(int32 repCount);
      void waitEndPlay(bool interruptible = false, bool stopComp = true);

      static void convToSigned(byte *buffer, int length) {
            while (length-- > 0)
                  *buffer++ ^= 0x80;

      int readBuffer(int16 *buffer, const int numSamples);
      bool isStereo() const { return false; }
      bool endOfData() const { return _end; }
      bool endOfStream() const { return false; }
      int getRate() const { return _rate; }

      Audio::PCSpeaker *_speakerStream;
      Audio::SoundHandle _speakerHandle;

      Audio::SoundHandle *_activeHandle;
      Audio::SoundHandle _compositionHandle;
      SoundDesc *_compositionSamples;
      int8 _compositionSampleCount;
      int16 _composition[50];
      int8 _compositionPos;

      Audio::SoundHandle _handle;
      Common::Mutex _mutex;
      SoundDesc *_curSoundDesc;
      bool _end;
      int8 *_data;
      uint32 _length;
      uint32 _rate;
      int32 _freq;
      int32 _repCount;

      uint32 _offset;
      frac_t _offsetFrac;
      frac_t _offsetInc;

      int16 _cur;
      int16 _last;

      bool _fade;
      int32 _fadeVol;
      int32 _fadeVolStep;
      uint8 _fadeLength;
      uint32 _fadeSamples;
      uint32 _curFadeSamples;

      GobEngine *_vm;

      void setSample(SoundDesc &sndDesc, int16 repCount,
                  int16 frequency, int16 fadeLength);
      void checkEndSample();
      void nextCompositionPos();

} // End of namespace Gob

#endif // GOB_SOUND_H

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