scummvm/audio/softsynth/fmtowns_pc98/sega_audio.h
2021-12-26 18:48:43 +01:00

81 lines
2.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#ifndef SEGA_AUDIO_H
#define SEGA_AUDIO_H
#include "common/scummsys.h"
namespace Audio {
class Mixer;
}
class SegaAudioInterfaceInternal;
class SegaAudioPluginDriver {
public:
virtual ~SegaAudioPluginDriver() {}
virtual void timerCallback60Hz() {}
virtual void timerCallbackA() {}
virtual void timerCallbackB() {}
};
class SegaAudioInterface {
public:
SegaAudioInterface(Audio::Mixer *mixer, SegaAudioPluginDriver *driver);
~SegaAudioInterface();
bool init();
void reset();
void loadPCMData(uint16 address, const uint8 *data, uint16 dataSize);
void playPCMChannel(uint8 channel, uint8 dataStart, uint16 loopStart, uint16 rate, uint8 pan, uint8 env);
void stopPCMChannel(uint8 channel);
void writeReg(uint8 part, uint8 regAddress, uint8 value);
uint8 readReg(uint8 part, uint8 regAddress);
void psgWrite(uint8 data);
void setMusicVolume(int volume);
void setSoundEffectVolume(int volume);
// Defines the channels used as sound effect channels for the purpose of ScummVM GUI volume control.
// The first 6 bits are 6 fm channels. The next 3 bits are psg channels. The bits that follow represent pcm channels.
void setSoundEffectChanMask(int mask);
class MutexLock {
friend class SegaAudioInterface;
public:
~MutexLock();
private:
MutexLock(SegaAudioInterfaceInternal *saii, int reverse = 0);
SegaAudioInterfaceInternal *_saii;
int _count;
};
MutexLock stackLockMutex();
MutexLock stackUnlockMutex();
private:
SegaAudioInterfaceInternal *_internal;
};
#endif