1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef ULTIMA8_AUDIO_MUSICPROCESS_H
24 #define ULTIMA8_AUDIO_MUSICPROCESS_H
25 
26 #include "ultima/ultima8/kernel/process.h"
27 #include "ultima/ultima8/usecode/intrinsics.h"
28 #include "ultima/ultima8/misc/classtype.h"
29 #include "audio/mididrv.h"
30 
31 namespace Ultima {
32 namespace Ultima8 {
33 
34 class Debugger;
35 class MidiPlayer;
36 
37 class MusicProcess : public Process {
38 	friend class Debugger;
39 
40 protected:
41 	//! Play a music track
42 	//! \param track The track number to play. Pass 0 to stop music
43 	virtual void playMusic_internal(int track) = 0;
44 
45 	static MusicProcess *_theMusicProcess;
46 
47 public:
48 	MusicProcess();
49 	~MusicProcess() override;
50 
ENABLE_RUNTIME_CLASSTYPE()51 	ENABLE_RUNTIME_CLASSTYPE()
52 
53 	//! Get the current instance of the Music Processes
54 	static MusicProcess *get_instance() {
55 		return _theMusicProcess;
56 	}
57 
58 	//! Play some background music. Does not change the current track if combat music is active.  If another track is currently queued, just queues this track for play.
59 	virtual void playMusic(int track) = 0;
60 	//! Play some combat music - the last played track will be remembered
61 	virtual void playCombatMusic(int track) = 0;
62 	//! Queue a track to start once the current one finishes
63 	virtual void queueMusic(int track) = 0;
64 	//! Clear any queued track (does not affect currently playing track)
65 	virtual void unqueueMusic() = 0;
66 	//! Restore the last requested non-combat track (eg, at the end of combat)
67 	virtual void restoreMusic() = 0;
68 
69 	//! Fades out the music over the specified time (in milliseconds)
70 	virtual void fadeMusic(uint16 length) = 0;
71 	//! Returns true if the music is currently fading
72 	virtual bool isFading() = 0;
73 
74 	//! Save the current track state - used when the menu is opened
75 	virtual void saveTrackState() = 0;
76 	//! Bring back the track state from before it was put on hold
77 	virtual void restoreTrackState() = 0;
78 
79 	//! Is a track currently playing?
80 	virtual bool isPlaying() = 0;
81 
82 	//! Pause the currently playing track
83 	virtual void pauseMusic() = 0;
84 	//! Resume the current track after pausing
85 	virtual void unpauseMusic() = 0;
86 
87 	INTRINSIC(I_playMusic);
88 	INTRINSIC(I_stopMusic);
89 	INTRINSIC(I_pauseMusic);
90 	INTRINSIC(I_unpauseMusic);
91 
92 };
93 
94 } // End of namespace Ultima8
95 } // End of namespace Ultima
96 
97 #endif
98