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sound.h

/* 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
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-2-1/engines/agos/sound.h $
 * $Id: sound.h 47451 2010-01-22 23:58:24Z fingolfin $
 *
 */

#ifndef AGOS_SOUND_H
#define AGOS_SOUND_H

#include "sound/audiostream.h"
#include "sound/mixer.h"
#include "agos/intern.h"
#include "common/str.h"

namespace AGOS {

class BaseSound;

class AGOSEngine;

00040 class Sound {
private:
      AGOSEngine *_vm;

      Audio::Mixer *_mixer;

      BaseSound *_voice;
      BaseSound *_effects;

      bool _effectsPaused;
      bool _ambientPaused;
      bool _sfx5Paused;

      uint16 *_filenums;
      uint32 *_offsets;
      uint16 _lastVoiceFile;

      Audio::SoundHandle _voiceHandle;
      Audio::SoundHandle _effectsHandle;
      Audio::SoundHandle _ambientHandle;
      Audio::SoundHandle _sfx5Handle;

      bool _hasEffectsFile;
      bool _hasVoiceFile;
      uint16 _ambientPlaying;

      // Personal Nightmare specfic
      byte *_soundQueuePtr;
      uint16 _soundQueueNum;
      uint32 _soundQueueSize;
      uint16 _soundQueueFreq;
public:
      Sound(AGOSEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer);
      ~Sound();

      enum TypeFlags {
            TYPE_AMBIENT = 1 << 0,
            TYPE_SFX     = 1 << 1,
            TYPE_SFX5    = 1 << 2
      };

protected:
      void loadVoiceFile(const GameSpecificSettings *gss);
      void loadSfxFile(const GameSpecificSettings *gss);

public:
      void readSfxFile(const Common::String &filename);
      void loadSfxTable(Common::File *gameFile, uint32 base);
      void readVoiceFile(const Common::String &filename);

      void playVoice(uint sound);
      void playEffects(uint sound);
      void playAmbient(uint sound);

      // Personal Nightmare specfic
      void handleSoundQueue();
      void queueSound(byte *ptr, uint16 sound, uint32 size, uint16 freq);

      // Elvira 1/2 and Waxworks specific
      void playRawData(byte *soundData, uint sound, uint size, uint freq);

      // Feeble Files specific
      void playAmbientData(byte *soundData, uint sound, uint pan, uint vol);
      void playSfxData(byte *soundData, uint sound, uint pan, uint vol);
      void playSfx5Data(byte *soundData, uint sound, uint pan, uint vol);
      void playSoundData(Audio::SoundHandle *handle, byte *soundData, uint sound, int pan = 0, int vol = 0, bool loop = false);
      void playVoiceData(byte *soundData, uint sound);
      void switchVoiceFile(const GameSpecificSettings *gss, uint disc);

      bool hasVoice() const;
      bool isSfxActive() const;
      bool isVoiceActive() const;
      void stopAllSfx();
      void stopSfx();
      void stopSfx5();
      void stopVoice();
      void stopAll();
      void effectsPause(bool b);
      void ambientPause(bool b);
};

} // End of namespace AGOS

#endif

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