/* 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 * aint32 with this program; if not, write to the Free Software * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #ifndef SAGA2_AUDIO_H #define SAGA2_AUDIO_H #include "audio/mixer.h" namespace Saga2 { class Music; class hResContext; #define Here Point32(0,0) enum VolumeTarget { kVolSfx, kVolVoice, kVolMusic }; struct SoundInstance { uint32 seg; bool loop; Point32 loc; }; class AudioInterface { private: enum { kClickSounds = 3 }; SoundInstance _currentSpeech; SoundInstance _currentLoop; SoundInstance _currentMusic; public: Audio::SoundHandle _speechSoundHandle; Audio::SoundHandle _sfxSoundHandle; Audio::SoundHandle _bgmSoundHandle; Audio::SoundHandle _clickSoundHandle; Audio::SoundHandle _loopSoundHandle; Common::List _speechQueue; Common::Queue _sfxQueue; Audio::Mixer *_mixer; Music *_music; int32 _clickSizes[kClickSounds]; uint8 *_clickData[kClickSounds]; public: // ctor, dtor, initialization AudioInterface(); ~AudioInterface(); // init, cleanup void initAudioInterface(hResContext *musicContext); // event loop calls bool playFlag(); void playMe(); // music calls void playMusic(uint32 s, int16 loopFactor = 1, Point32 where = Here); void stopMusic(); // sound calls void queueSound(uint32 s, int16 loopFactor = 1, Point32 where = Here); // loop calls void playLoop(uint32 s, int16 loopFactor = 0, Point32 where = Here); void stopLoop(); void setLoopPosition(Point32 newLoc); uint32 currentLoop() { return _currentLoop.seg; } // voice calls void queueVoice(uint32 s, Point32 where = Here); void queueVoice(uint32 s[], Point32 where = Here); void stopVoice(); bool talking(); bool saying(uint32 s); byte getVolume(VolumeTarget src); void suspend(); void resume(); }; } // end of namespace Saga2 #endif