/* 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. * */ #ifndef BLADERUNNER_AMBIENT_SOUNDS_H #define BLADERUNNER_AMBIENT_SOUNDS_H #include "audio/audiostream.h" #include "audio/mixer.h" #include "common/str.h" namespace BladeRunner { class BladeRunnerEngine; class SaveFileReadStream; class SaveFileWriteStream; class AmbientSounds { static const int kNonLoopingSounds = 25; static const int kLoopingSounds = 3; static const Audio::Mixer::SoundType kAmbientSoundType = Audio::Mixer::kPlainSoundType; struct NonLoopingSound { bool isActive; Common::String name; int32 hash; int audioPlayerTrack; uint32 delayMin; // milliseconds uint32 delayMax; // milliseconds uint32 nextPlayTimeStart; // milliseconds uint32 nextPlayTimeDiff; // milliseconds int volumeMin; int volumeMax; int volume; int panStartMin; int panStartMax; int panEndMin; int panEndMax; int priority; int32 soundType; // new - not stored in saved games }; struct LoopingSound { bool isActive; Common::String name; int32 hash; int audioPlayerTrack; int volume; int pan; int32 soundType; // new - not stored in saved games }; BladeRunnerEngine *_vm; NonLoopingSound *_nonLoopingSounds; LoopingSound *_loopingSounds; int _ambientVolume; public: AmbientSounds(BladeRunnerEngine *vm); ~AmbientSounds(); void addSound( int sfxId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk ); void removeNonLoopingSound(int sfxId, bool stopPlaying); void removeAllNonLoopingSounds(bool stopPlaying); void addSpeech( int actorId, int sentenceId, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void playSound(int sfxId, int volume, int panStart, int panEnd, int priority, Audio::Mixer::SoundType type = kAmbientSoundType); void playSpeech(int actorId, int sentenceId, int volume, int panStart, int panEnd, int priority); void addLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds, Audio::Mixer::SoundType type = kAmbientSoundType); void adjustLoopingSound(int sfxId, int volume, int pan, uint32 delaySeconds); // it seems there is little confusion in original code about delay parameter, // sometimes it is used as boolean in same way as stopPlaying from non looping void removeLoopingSound(int sfxId, uint32 delaySeconds); void removeAllLoopingSounds(uint32 delaySeconds); void tick(); void setVolume(int volume); int getVolume() const; void playSample(); void save(SaveFileWriteStream &f); void load(SaveFileReadStream &f); private: int findAvailableNonLoopingTrack() const; int findNonLoopingTrackByHash(int32 hash) const; int findAvailableLoopingTrack() const; int findLoopingTrackByHash(int32 hash) const; void addSoundByName( const Common::String &name, uint32 delayMinSeconds, uint32 delayMaxSeconds, int volumeMin, int volumeMax, int panStartMin, int panStartMax, int panEndMin, int panEndMax, int priority, int unk); void removeNonLoopingSoundByIndex(int index, bool stopPlaying); void removeLoopingSoundByIndex(int index, uint32 delaySeconds); }; } // End of namespace BladeRunner #endif