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- Fixes Winnie the Pooh wind sounds, bug #14454 - Fixes Donald Duck's Playground sound 5 - Fixes various sounds in KQ2 and BC The sound loading code attempted to detect AGIv1 sounds by the first two bytes, but this dind't work beause AGIv1 sounds have no header. Each AGIv1 game has at least one sound that failed this heuristic. Now we use the interpreter version instead of attempting detection, which is what the sound playback code in SoundGenPCJr does anyway.
139 lines
3.3 KiB
C++
139 lines
3.3 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef AGI_SOUND_H
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#define AGI_SOUND_H
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namespace Audio {
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class Mixer;
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class SoundHandle;
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}
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namespace Agi {
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#define SOUND_EMU_NONE 0
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#define SOUND_EMU_PC 1
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#define SOUND_EMU_PCJR 2
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#define SOUND_EMU_MAC 3
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#define SOUND_EMU_AMIGA 4
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#define SOUND_EMU_APPLE2 5
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#define SOUND_EMU_APPLE2GS 6
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#define SOUND_EMU_COCO3 7
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#define SOUND_EMU_MIDI 8
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/**
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* AGI sound resource types.
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* These values are the first 16-bit LE words of each resource's header,
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* except for AGIv1, Apple II, and CoCo3, which do not have headers.
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*/
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enum AgiSoundEmuType {
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AGI_SOUND_SAMPLE = 0x0001,
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AGI_SOUND_MIDI = 0x0002,
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AGI_SOUND_4CHN = 0x0008,
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AGI_SOUND_APPLE2 = 0xffff,
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AGI_SOUND_COCO3 = 0xfffe
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};
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class SoundMgr;
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class SoundGen {
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public:
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SoundGen(AgiBase *vm, Audio::Mixer *pMixer);
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virtual ~SoundGen();
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virtual void play(int resnum) = 0;
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virtual void stop() = 0;
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AgiBase *_vm;
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Audio::Mixer *_mixer;
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Audio::SoundHandle *_soundHandle;
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uint32 _sampleRate;
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};
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/**
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* AGI sound resource structure.
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*/
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class AgiSound {
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public:
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AgiSound(byte resourceNr, byte *data, uint32 length, uint16 type) :
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_resourceNr(resourceNr),
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_data(data),
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_length(length),
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_type(type),
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_isPlaying(false) {}
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virtual ~AgiSound() { free(_data); }
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virtual void play() { _isPlaying = true; }
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virtual void stop() { _isPlaying = false; }
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virtual bool isPlaying() { return _isPlaying; }
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byte *getData() { return _data; }
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uint32 getLength() { return _length; }
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virtual uint16 type() { return _type; }
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virtual bool isValid() { return true; }
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/**
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* A named constructor for creating different types of AgiSound objects
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* from a raw sound resource.
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*/
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static AgiSound *createFromRawResource(uint8 *data, uint32 len, int resnum, int soundemu, bool isAgiV1);
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protected:
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byte _resourceNr;
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byte *_data;
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uint32 _length;
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uint16 _type;
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bool _isPlaying;
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};
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class PCjrSound : public AgiSound {
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public:
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PCjrSound(byte resourceNr, byte *data, uint32 length, uint16 type);
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const uint8 *getVoicePointer(uint voiceNum);
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};
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class SoundMgr {
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public:
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SoundMgr(AgiBase *agi, Audio::Mixer *pMixer);
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~SoundMgr();
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void unloadSound(int);
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void startSound(int, int);
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void stopSound();
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void soundIsFinished();
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bool isPlaying() const { return _playingSound != -1; }
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private:
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int _endflag;
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AgiBase *_vm;
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SoundGen *_soundGen;
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int _playingSound;
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};
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} // End of namespace Agi
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#endif /* AGI_SOUND_H */
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