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