scummvm/engines/grim/emi/sound/emisound.h

106 lines
2.8 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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.
*
*/
#ifndef GRIM_MSS_H
#define GRIM_MSS_H
#include "common/str.h"
#include "common/stack.h"
#include "common/mutex.h"
namespace Grim {
class SoundTrack;
struct MusicEntry {
int _x;
int _y;
int _sync;
int _trim;
int _id;
Common::String _type;
Common::String _name;
Common::String _filename;
};
// Currently this class only implements the exact functions called in iMuse
// from Actor, to allow for splitting that into EMI-sound and iMuse without
// changing iMuse.
class EMISound {
struct StackEntry {
int _state;
SoundTrack *_track;
};
SoundTrack **_channels;
int32 _musicChannel;
MusicEntry *_musicTable;
Common::String _musicPrefix;
Common::Stack<StackEntry> _stateStack;
Common::Mutex _mutex;
static void timerHandler(void *refConf);
void removeItem(SoundTrack *item);
int32 getFreeChannel();
int32 getChannelByName(const Common::String &name);
void freeChannel(int32 channel);
void initMusicTable();
public:
EMISound(int fps);
~EMISound();
bool startVoice(const char *soundName, int volume = 127, int pan = 64);
bool getSoundStatus(const char *soundName);
void stopSound(const char *soundName);
int32 getPosIn16msTicks(const char *soundName);
void setVolume(const char *soundName, int volume);
void setPan(const char *soundName, int pan); /* pan: 0 .. 127 */
void setMusicState(int stateId);
void selectMusicSet(int setId);
bool stateHasLooped(int stateId);
void restoreState(SaveGame *savedState);
void saveState(SaveGame *savedState);
void pushStateToStack();
void popStateFromStack();
void flushStack();
void callback();
void updateTrack(SoundTrack *track);
uint32 getMsPos(int stateId);
private:
int _curMusicState;
int _callbackFps;
void freeAllChannels();
bool initTrack(const Common::String &filename, const Common::String &soundName, SoundTrack *track, const Audio::Timestamp *start = nullptr);
SoundTrack *createEmptyMusicTrack() const;
};
extern EMISound *g_emiSound;
}
#endif