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sound.h
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sound.h
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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
* 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.
*
*/
#ifndef KOM_SOUND_H
#define KOM_SOUND_H
#include "common/scummsys.h"
#include "common/str.h"
#include "common/file.h"
#include "audio/mixer.h"
#include "audio/audiostream.h"
namespace Common {
class File;
}
namespace Kom {
class KomEngine;
#define SOUND_HANDLES 16
typedef Audio::SoundHandle SoundHandle;
class SoundSample {
friend class Sound;
public:
SoundSample() { _stream = 0; _isCompressed = false; _isSpeech = false; _sampleData = 0; }
~SoundSample() { unload(); }
bool loadFile(Common::String filename, bool isSpeech = false);
void unload();
bool isLoaded() { return _stream != 0; }
int16 const *getSamples();
uint getSampleCount();
private:
Audio::SoundHandle _handle;
Audio::RewindableAudioStream *_stream;
bool _isSpeech;
bool _isCompressed;
int16 *_sampleData;
int _sampleCount;
void loadCompressed(Common::File &f, int offset, int size);
};
class Sound {
public:
Sound(Audio::Mixer *mixer);
~Sound();
bool _musicEnabled;
bool _sfxEnabled;
bool playFileSFX(Common::String filename, SoundHandle *handle);
bool playFileSpeech(Common::String filename, SoundHandle *handle);
void playSampleSFX(SoundSample &sample, bool loop);
void playSampleMusic(SoundSample &sample);
void playSampleSpeech(SoundSample &sample);
void stopHandle(SoundHandle handle);
void stopSample(SoundSample &sample);
void pauseSample(SoundSample &sample, bool paused);
void setSampleVolume(SoundSample &sample, byte volume);
uint16 getSampleElapsedTime(SoundSample &sample);
bool isPlaying(SoundSample &sample) { return sample.isLoaded() ? _mixer->isSoundHandleActive(sample._handle) : false; }
private:
bool playFile(Common::String filename, SoundHandle *handle, Audio::Mixer::SoundType type, byte volume);
void playSample(SoundSample &sample, bool loop, Audio::Mixer::SoundType type, byte volume);
Audio::Mixer *_mixer;
};
} // end of namespace Kom
#endif