scummvm/engines/hugo/sound.cpp

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on original Hugo Trilogy source code
*
* Copyright (c) 1989-1995 David P. Gray
*
*/
/* sound.c - sound effects and music support */
#include "common/system.h"
#include "sound/decoders/raw.h"
#include "sound/audiostream.h"
#include "hugo/hugo.h"
#include "hugo/game.h"
#include "hugo/file.h"
#include "hugo/sound.h"
namespace Hugo {
uint16 SeqID; // Device id of (MIDI) sequencer
uint16 SeqVolID; // Low level id to set midi volume
uint16 WavID = 0; // Device id of waveaudio
//HWAVEOUT hwav; // Handle of waveaudio
//LPWAVEHDR lphdr; // WaveOut structure ptr
SoundHandler::SoundHandler(HugoEngine &vm) : _vm(vm) {
}
void SoundHandler::setMusicVolume() {
/* Set the FM music volume from config.mvolume (0..100%) */
warning("STUB: setMusicVolume()");
// uint32 dwVolume;
//
// if (config.music) {
// dwVolume = config.mvolume * 0xffffL / 100; // Convert % to 0..0xffff
// dwVolume |= dwVolume << 16; // Set volume in both stereo words
// midiOutSetVolume(SeqVolID, dwVolume);
// }
}
void SoundHandler::stopSound() {
/* Stop any sound that might be playing */
warning("STUB: stopSound()");
// waveOutReset(hwav);
// waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR));
}
void SoundHandler::stopMusic() {
/* Stop any tune that might be playing */
warning("STUB: stopMusic()");
//mciSendCommand(SeqID, MCI_CLOSE, MCI_WAIT, 0);
}
void SoundHandler::toggleMusic() {
// Turn music on and off
if (_config.musicFl)
stopMusic();
_config.musicFl = !_config.musicFl;
initSound(RESET);
}
void SoundHandler::toggleSound() {
// Turn digitized sound on and off
_config.soundFl = !_config.soundFl;
initSound(RESET);
}
void SoundHandler::playMIDI(sound_pt seq_p, uint16 size) {
// Write supplied midi data to a temp file for MCI interface
// If seq_p is NULL, delete temp file
warning("STUB: playMIDI()");
}
void SoundHandler::playMusic(int16 tune) {
/* Read a tune sequence from the sound database and start playing it */
sound_pt seqPtr; // Sequence data from file
uint16 size; // Size of sequence data
if (_config.musicFl) {
_vm.getGameStatus().song = tune;
seqPtr = _vm.file().getSound(tune, &size);
playMIDI(seqPtr, size);
}
}
void SoundHandler::playSound(int16 sound, stereo_t channel, byte priority) {
/* Produce various sound effects on supplied stereo channel(s) */
/* Override currently playing sound only if lower or same priority */
// uint32 dwVolume; // Left, right volume of sound
sound_pt sound_p; // Sound data
uint16 size; // Size of data
static byte curPriority = 0; // Priority of currently playing sound
//
/* Sound disabled */
if (!_config.soundFl || !_vm._mixer->isReady())
return;
//
// // See if last wave still playing - if so, check priority
// if (waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR)) == WAVERR_STILLPLAYING)
// if (priority < curPriority) // Don't override unless priority >= current
// return;
// else
// Stop_sound();
curPriority = priority;
//
/* Get sound data */
if ((sound_p = _vm.file().getSound(sound, &size)) == NULL)
return;
Audio::AudioStream *stream = Audio::makeRawStream(sound_p, size, 11025, Audio::FLAG_UNSIGNED);
_vm._mixer->playStream(Audio::Mixer::kSpeechSoundType, &_soundHandle, stream);
}
void SoundHandler::initSound(inst_t action) {
/* Initialize for MCI sound and midi */
warning("STUB: initSound()");
}
void SoundHandler::pauseSound(bool activeFl, int hTask) {
// Pause and restore music, sound on losing activity to hTask
// Don't stop music if we are parent of new task, i.e. WinHelp()
// or config.music_bkg is TRUE.
//TODO: Is 'hTask' still useful ?
static bool firstFl = true;
static bool musicFl, soundFl;
if (firstFl) {
firstFl = false;
musicFl = _config.musicFl;
soundFl = _config.soundFl;
}
// Kill or restore music, sound
if (activeFl) { // Remember states, reset WinHelp flag
_config.musicFl = musicFl;
_config.soundFl = soundFl;
_vm.getGameStatus().helpFl = false;
} else { // Store states and disable
musicFl = _config.musicFl;
soundFl = _config.soundFl;
// Don't disable music during WinHelp() or config.music_bkg
if (!_vm.getGameStatus().helpFl && !_config.backgroundMusicFl) {
_config.musicFl = false;
_config.soundFl = false;
}
}
initSound(RESET);
}
} // end of namespace Hugo