scummvm/engines/zvision/scripting/effects/music_effect.h
2023-12-24 13:19:25 +01:00

136 lines
4 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 ZVISION_MUSIC_NODE_H
#define ZVISION_MUSIC_NODE_H
#include "audio/mixer.h"
#include "zvision/scripting/scripting_effect.h"
#include "zvision/text/subtitles.h"
namespace Common {
class String;
}
namespace ZVision {
class MusicNodeBASE : public ScriptingEffect {
public:
MusicNodeBASE(ZVision *engine, uint32 key, ScriptingEffectType type) : ScriptingEffect(engine, key, type) {}
~MusicNodeBASE() override {}
/**
* Decrement the timer by the delta time. If the timer is finished, set the status
* in _globalState and let this node be deleted
*
* @param deltaTimeInMillis The number of milliseconds that have passed since last frame
* @return If true, the node can be deleted after process() finishes
*/
bool process(uint32 deltaTimeInMillis) override = 0;
virtual void setVolume(uint8 volume) = 0;
virtual uint8 getVolume() = 0;
virtual void setDeltaVolume(uint8 volume) = 0;
virtual void setBalance(int8 balance) = 0;
virtual void setFade(int32 time, uint8 target) = 0;
};
class MusicNode : public MusicNodeBASE {
public:
MusicNode(ZVision *engine, uint32 key, Common::Path &file, bool loop, uint8 volume);
~MusicNode() override;
/**
* Decrement the timer by the delta time. If the timer is finished, set the status
* in _globalState and let this node be deleted
*
* @param deltaTimeInMillis The number of milliseconds that have passed since last frame
* @return If true, the node can be deleted after process() finishes
*/
bool process(uint32 deltaTimeInMillis) override;
void setVolume(uint8 volume) override;
uint8 getVolume() override;
void setDeltaVolume(uint8 volume) override;
void setBalance(int8 balance) override;
void setFade(int32 time, uint8 target) override;
private:
uint8 _volume;
uint8 _deltaVolume;
int8 _balance;
bool _loop;
bool _crossfade;
uint8 _crossfadeTarget;
int32 _crossfadeTime;
bool _stereo;
Audio::SoundHandle _handle;
Subtitle *_sub;
bool _loaded;
};
// Only used by Zork: Nemesis, for the flute and piano puzzles (tj4e and ve6f, as well as vr)
class MusicMidiNode : public MusicNodeBASE {
public:
MusicMidiNode(ZVision *engine, uint32 key, int8 program, int8 note, int8 volume);
~MusicMidiNode() override;
/**
* Decrement the timer by the delta time. If the timer is finished, set the status
* in _globalState and let this node be deleted
*
* @param deltaTimeInMillis The number of milliseconds that have passed since last frame
* @return If true, the node can be deleted after process() finishes
*/
bool process(uint32 deltaTimeInMillis) override;
void setVolume(uint8 volume) override;
uint8 getVolume() override;
void setDeltaVolume(uint8 volume) override;
void setBalance(int8 balance) override;
void setFade(int32 time, uint8 target) override;
private:
int8 _chan;
int8 _noteNumber;
int8 _pan;
int8 _volume;
int8 _prog;
};
class PanTrackNode : public ScriptingEffect {
public:
PanTrackNode(ZVision *engine, uint32 key, uint32 slot, int16 pos);
~PanTrackNode() override;
bool process(uint32 deltaTimeInMillis) override;
private:
uint32 _slot;
int16 _position;
};
} // End of namespace ZVision
#endif