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In the Ultima 8 intro, the last music track fades out in the original interpreter, but in ScummVM it stopped abruptly. This seems to be because the SKF_SlowStopMusic action was not fully implemented. This commit adds an implementation to this action, which restores the fade-out in the intro.
97 lines
3.1 KiB
C++
97 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ULTIMA8_AUDIO_MUSICPROCESS_H
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#define ULTIMA8_AUDIO_MUSICPROCESS_H
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#include "ultima/ultima8/kernel/process.h"
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#include "ultima/ultima8/usecode/intrinsics.h"
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#include "ultima/ultima8/misc/classtype.h"
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#include "audio/mididrv.h"
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namespace Ultima {
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namespace Ultima8 {
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class Debugger;
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class MidiPlayer;
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class MusicProcess : public Process {
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friend class Debugger;
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protected:
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//! Play a music track
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//! \param track The track number to play. Pass 0 to stop music
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virtual void playMusic_internal(int track) = 0;
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static MusicProcess *_theMusicProcess;
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public:
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MusicProcess();
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~MusicProcess() override;
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ENABLE_RUNTIME_CLASSTYPE()
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//! Get the current instance of the Music Processes
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static MusicProcess *get_instance() {
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return _theMusicProcess;
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}
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//! Play some background music. Does not change the current track if combat music is active. If another track is currently queued, just queues this track for play.
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virtual void playMusic(int track) = 0;
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//! Play some combat music - the last played track will be remembered
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virtual void playCombatMusic(int track) = 0;
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//! Queue a track to start once the current one finishes
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virtual void queueMusic(int track) = 0;
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//! Clear any queued track (does not affect currently playing track)
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virtual void unqueueMusic() = 0;
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//! Restore the last requested non-combat track (eg, at the end of combat)
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virtual void restoreMusic() = 0;
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//! Fades out the music over the specified time (in milliseconds)
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virtual void fadeMusic(uint16 length) = 0;
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//! Returns true if the music is currently fading
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virtual bool isFading() = 0;
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//! Save the current track state - used when the menu is opened
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virtual void saveTrackState() = 0;
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//! Bring back the track state from before it was put on hold
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virtual void restoreTrackState() = 0;
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//! Is a track currently playing?
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virtual bool isPlaying() = 0;
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//! Pause the currently playing track
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virtual void pauseMusic() = 0;
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//! Resume the current track after pausing
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virtual void unpauseMusic() = 0;
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INTRINSIC(I_playMusic);
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INTRINSIC(I_stopMusic);
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INTRINSIC(I_pauseMusic);
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INTRINSIC(I_unpauseMusic);
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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