Logo Search packages:      
Sourcecode: scummvm version File versions  Download package


/* 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.
 * $URL$
 * $Id$


#include "common/scummsys.h"
#include "common/mutex.h"
#include "audio/mixer.h"

namespace Audio {

 * The (default) implementation of the ScummVM audio mixing subsystem.
 * Backends are responsible for allocating (and later releasing) an instance
 * of this class, which engines can access via OSystem::getMixer().
 * Initialisation of instances of this class usually happens as follows:
 * 1) Creat a new Audio::MixerImpl instance.
 * 2) Set the hardware output sample rate via the setSampleRate() method.
 * 3) Hook up the mixCallback() in a suitable audio processing thread/callback.
 * 4) Change the mixer into ready mode via setReady(true).
 * 5) Start audio processing (e.g. by resuming the audio thread, if applicable).
 * In the future, we might make it possible for backends to provide
 * (partial) alternative implementations of the mixer, e.g. to make
 * better use of native sound mixing support on low-end devices.
 * @see OSystem::getMixer()
00054 class MixerImpl : public Mixer {
      enum {
            NUM_CHANNELS = 16

      OSystem *_syst;
      Common::Mutex _mutex;

      const uint _sampleRate;
      bool _mixerReady;
      uint32 _handleSeed;

00067       struct SoundTypeSettings {
            SoundTypeSettings() : mute(false), volume(kMaxMixerVolume) {}

            bool mute;
            int volume;

      SoundTypeSettings _soundTypeSettings[4];
      Channel *_channels[NUM_CHANNELS];


      MixerImpl(OSystem *system, uint sampleRate);

00083       virtual bool isReady() const { return _mixerReady; }

      virtual void playStream(
            SoundType type,
            SoundHandle *handle,
            AudioStream *input,
            int id, byte volume, int8 balance,
            DisposeAfterUse::Flag autofreeStream,
            bool permanent,
            bool reverseStereo);

      virtual void stopAll();
      virtual void stopID(int id);
      virtual void stopHandle(SoundHandle handle);

      virtual void pauseAll(bool paused);
      virtual void pauseID(int id, bool paused);
      virtual void pauseHandle(SoundHandle handle, bool paused);

      virtual bool isSoundIDActive(int id);
      virtual int getSoundID(SoundHandle handle);

      virtual bool isSoundHandleActive(SoundHandle handle);

      virtual void muteSoundType(SoundType type, bool mute);
      virtual bool isSoundTypeMuted(SoundType type) const;

      virtual void setChannelVolume(SoundHandle handle, byte volume);
      virtual void setChannelBalance(SoundHandle handle, int8 balance);

      virtual uint32 getSoundElapsedTime(SoundHandle handle);
      virtual Timestamp getElapsedTime(SoundHandle handle);

      virtual bool hasActiveChannelOfType(SoundType type);

      virtual void setVolumeForSoundType(SoundType type, int volume);
      virtual int getVolumeForSoundType(SoundType type) const;

      virtual uint getOutputRate() const;

      void insertChannel(SoundHandle *handle, Channel *chan);

       * The mixer callback function, to be called at regular intervals by
       * the backend (e.g. from an audio mixing thread). All the actual mixing
       * work is done from here.
       * @return number of sample pairs processed (which can still be silence!)
      int mixCallback(byte *samples, uint len);

       * Set the internal 'is ready' flag of the mixer.
       * Backends should invoke Mixer::setReady(true) once initialisation of
       * their audio system has been completed.
      void setReady(bool ready);

} // End of namespace Audio


Generated by  Doxygen 1.6.0   Back to index