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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.
135 lines
4.1 KiB
C++
135 lines
4.1 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_U8MUSICPROCESS_H
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#define ULTIMA8_AUDIO_U8MUSICPROCESS_H
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#include "ultima/ultima8/audio/music_process.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 U8MusicProcess : public MusicProcess {
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friend class Debugger;
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enum PlaybackStates {
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PLAYBACK_NORMAL = 1,
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PLAYBACK_TRANSITION = 2,
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PLAYBACK_PLAY_WANTED = 3
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};
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public:
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//! The saveable part of track state
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struct TrackState {
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//! Track we want to play
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int _wanted;
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//! Last requested track that was not a temporary (ie, combat) track
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int _lastRequest;
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//! Track queued to start after current
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int _queued;
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TrackState() : _wanted(0), _lastRequest(0), _queued(0) { }
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TrackState(int wanted, int lastRequest, int queued) :
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_wanted(wanted), _lastRequest(lastRequest), _queued(queued) { }
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};
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private:
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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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void playMusic_internal(int track) override;
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MidiPlayer *_midiPlayer;
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PlaybackStates _state;
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//! The branch (starting point) to use for each music track
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int _songBranches[128];
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int _currentTrack; //! Currently playing track (don't save)
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TrackState _trackState;
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//! The track state temporarily saved when using the menu etc
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TrackState *_savedTrackState;
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//! Is the current music "combat" music
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bool _combatMusicActive;
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public:
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U8MusicProcess();
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U8MusicProcess(MidiPlayer *player); // Note that this does NOT delete the driver
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~U8MusicProcess() 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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void playMusic(int track) override;
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//! Play some combat music - the last played track will be remembered
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void playCombatMusic(int track) override;
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//! Queue a track to start once the current one finishes
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void queueMusic(int track) override;
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//! Clear any queued track (does not affect currently playing track)
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void unqueueMusic() override;
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//! Restore the last requested non-combat track (eg, at the end of combat)
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void restoreMusic() override;
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//! Fades out the music over the specified time (in milliseconds)
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void fadeMusic(uint16 length) override;
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//! Returns true if the music is currently fading
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bool isFading() override;
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//! Save the current track state - used when the menu is opened
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void saveTrackState() override;
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//! Bring back the track state from before it was put on hold
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void restoreTrackState() override;
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//! Get the state of tracks (wanted, requested, queued)
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void getTrackState(TrackState &trackState) const;
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void setTrackState(const TrackState &state);
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//! Is a track currently playing?
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bool isPlaying() override;
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//! Pause the currently playing track
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void pauseMusic() override;
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//! Resume the current track after pausing
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void unpauseMusic() override;
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void run() override;
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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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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