scummvm/engines/sci/sound/soundcmd.h
2024-10-21 23:18:54 -07:00

134 lines
4.9 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 SCI_SOUND_SOUNDCMD_H
#define SCI_SOUND_SOUNDCMD_H
#include "common/list.h"
#include "audio/mididrv.h" // for MusicType
#include "sci/engine/state.h"
namespace Sci {
class Console;
class SciMusic;
class SoundCommandParser;
class MusicEntry;
class SoundCommandParser {
public:
SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion);
~SoundCommandParser();
// Functions used for game state loading
void clearPlayList();
void syncPlayList(Common::Serializer &s);
void reconstructPlayList();
// Functions used for the ScummVM menus
void setMasterVolume(int vol);
void pauseAll(bool pause);
void resetGlobalPauseCounter();
bool isGlobalPauseActive() const;
#ifdef ENABLE_SCI32
void setVolume(const reg_t obj, const int vol);
#endif
// Debug console functions
void startNewSound(int number);
void stopAllSounds();
void stopAllSamples();
void printPlayList(Console *con);
void printSongInfo(reg_t obj, Console *con);
void processPlaySound(reg_t obj, bool playBed, bool restoring = false);
void processStopSound(reg_t obj, bool sampleFinishedPlaying);
void initSoundResource(MusicEntry *newSound);
MusicType getMusicType() const;
ResourceType getSoundResourceType(const uint16 resourceNo) const {
if (_useDigitalSFX && _resMan->testResource(ResourceId(kResourceTypeAudio, resourceNo)))
return kResourceTypeAudio;
else
return kResourceTypeSound;
}
/**
* Synchronizes the current state of the music list to the rest of the engine, so that
* the changes that the sound thread makes to the music are registered with the engine
* scripts. In SCI0, we invoke this from kAnimate (which is called very often). SCI01
* and later have a specific callback function, cmdUpdateCues, which is called regularly
* by the engine scripts themselves, so the engine itself polls for changes to the music
*/
void updateSci0Cues();
bool isDigitalSamplePlaying() const;
reg_t kDoSoundInit(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundPlay(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundMute(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundPause(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundResumeAfterRestore(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundStop(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundStopAll(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundDispose(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundMasterVolume(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundFade(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundGetPolyphony(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundUpdate(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundUpdateCues(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSendMidi(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundGlobalReverb(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetHold(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundGetAudioCapability(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetVolume(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetPriority(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSetLoop(EngineState *s, int argc, reg_t *argv);
reg_t kDoSoundSuspend(EngineState *s, int argc, reg_t *argv);
private:
ResourceManager *_resMan;
SegManager *_segMan;
Kernel *_kernel;
SciMusic *_music;
AudioPlayer *_audio;
SciVersion _soundVersion;
// If true and an alternative digital sound effect exists, the digital
// sound effect is preferred instead
bool _useDigitalSFX;
void processInitSound(reg_t obj);
void processDisposeSound(reg_t obj);
void processUpdateCues(reg_t obj);
uint16 getSoundResourceId(reg_t obj);
/**
* Returns true if the sound is already playing and shouldn't be interrupted.
* This is a workaround for known buggy scripts that accidentally rely on
* the time it took Sierra's interpreter to load a sound and begin playing.
*/
bool isUninterruptableSoundPlaying(reg_t obj);
};
} // End of namespace Sci
#endif // SCI_SOUND_SOUNDCMD_H