/* 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 3 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, see . * */ #ifndef CHEWY_SOUND_H #define CHEWY_SOUND_H #include "audio/mixer.h" #include "chewy/atds.h" #include "chewy/chewy.h" namespace Chewy { class SoundResource; #define MAX_SOUND_EFFECTS 14 class Sound { private: static const int TMF_NUM_INSTRUMENTS = 31; static const uint8 TMF_MOD_SONG_NAME[20]; static const uint8 TMF_MOD_INSTRUMENT_NAME[22]; static const uint16 TMF_MOD_PERIODS[36]; public: Sound(Audio::Mixer *mixer); virtual ~Sound(); void playSound(int num, uint channel = 0, uint16 loops = 1, uint16 volume = 63, uint16 balance = 63); void playSound(uint8 *data, uint32 size, uint channel = 0, uint16 loops = 1, uint16 volume = 63, uint16 balance = 63, DisposeAfterUse::Flag dispose = DisposeAfterUse::YES); void pauseSound(uint channel); void resumeSound(uint channel); void stopSound(uint channel = 0); void stopAllSounds(); bool isSoundActive(uint channel) const; void setUserSoundVolume(uint volume); int getUserSoundVolume() const; // Sets the volume of the sound effect curently active on the specified // channel. Does not affect the next sound effect played on the channel. void setSoundChannelVolume(uint channel, uint volume); // Sets the balance of the sound effect curently active on the specified // channel. Does not affect the next sound effect played on the channel. void setSoundChannelBalance(uint channel, int8 balance); void playMusic(int16 num, bool loop = false); void playMusic(uint8 *data, uint32 size, uint8 volume = 63); void pauseMusic(); void resumeMusic(); void stopMusic(); bool isMusicActive() const; void setUserMusicVolume(uint volume); int getUserMusicVolume() const; // Sets the volume of the currently active music track. Does not affect the // next music track played. void setActiveMusicVolume(uint8 volume); void playRoomMusic(int16 roomNum); void playSpeech(int num, bool waitForFinish, uint16 balance = 63); void pauseSpeech(); void resumeSpeech(); void stopSpeech(); bool isSpeechActive() const; // Sets the balance of the currently playing speech sample. Does not affect // the next speech sample played. void setSpeechBalance(uint16 balance = 63); void stopAll(); /** * Helper method to wait until any playing speech is finished */ void waitForSpeechToFinish(); bool soundEnabled() const; void toggleSound(bool enable); bool musicEnabled() const; void toggleMusic(bool enable); bool speechEnabled() const; void toggleSpeech(bool enable); bool subtitlesEnabled() const; void toggleSubtitles(bool enable); void syncSoundSettings(); private: // Converts volume from the scale used by the game data (0 - 63) to the // ScummVM mixer channel scale (0 - 255). uint8 convertVolume(uint16 volume); // Converts balance from the scale used by the game data (0 - 127) to the // ScummVM mixer channel scale (-127 - 127). int8 convertBalance(uint16 balance); Audio::Mixer *_mixer; Audio::SoundHandle _soundHandle[MAX_SOUND_EFFECTS]; Audio::SoundHandle _musicHandle; Audio::SoundHandle _speechHandle; int16 _curMusic = -1; // Volume settings in the in-game options screen. int _userSoundVolume = -1, _userMusicVolume = -1; SoundResource *_speechRes; SoundResource *_soundRes; }; } // End of namespace Chewy #endif