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 NUVIE_SOUND_SOUND_MANAGER_H
24 #define NUVIE_SOUND_SOUND_MANAGER_H
25 
26 //priorities:
27 //todo:
28 //-sample loading partialy implemented, will do later (now is 21/01/04)
29 //-make songs fade in & out - add query/callback for end of song so that they can cycle
30 //-make samples sound from mapwindow
31 //-make samples fade in & out according to distance
32 //-try and use original .m files
33 
34 #include "ultima/nuvie/sound/sound.h"
35 #include "ultima/nuvie/sound/song.h"
36 #include "ultima/nuvie/core/nuvie_defs.h"
37 #include "ultima/nuvie/conf/configuration.h"
38 #include "ultima/nuvie/files/nuvie_io_file.h"
39 #include "ultima/nuvie/sound/sfx.h"
40 #include "audio/mixer.h"
41 
42 namespace Ultima {
43 namespace Nuvie {
44 
45 #define SFX_PLAY_ASYNC true
46 #define SFX_PLAY_SYNC false
47 
48 class SfxManager;
49 class CEmuopl;
50 
51 struct SoundManagerSfx {
52 	SfxIdType sfx_id;
53 	Audio::SoundHandle handle;
54 } ;
55 
56 class SoundManager {
57 public:
58 	SoundManager(Audio::Mixer *mixer);
59 	~SoundManager();
60 
61 	bool nuvieStartup(Configuration *config);
62 	bool initAudio();
63 	void update_map_sfx(); //updates the active sounds
64 	void update(); // at the moment this just changes songs if required
65 
66 	void musicPlayFrom(string group);
67 
68 	void musicPause();
69 	void musicPlay();
70 	void musicPlay(const char *filename, uint16 song_num = 0);
71 
72 	void musicStop(); // SB-X
73 	Audio::SoundHandle playTownsSound(Std::string filename, uint16 sample_num);
74 	bool isSoundPLaying(Audio::SoundHandle handle);
75 
76 	bool playSfx(uint16 sfx_id, bool async = false);
is_audio_enabled()77 	bool is_audio_enabled() {
78 		return audio_enabled;
79 	}
80 	void set_audio_enabled(bool val);
is_music_enabled()81 	bool is_music_enabled() {
82 		return music_enabled;
83 	}
84 	void set_music_enabled(bool val);
is_speech_enabled()85 	bool is_speech_enabled() {
86 		return speech_enabled;
87 	}
88 	void set_speech_enabled(bool val);
is_sfx_enabled()89 	bool is_sfx_enabled() {
90 		return sfx_enabled;
91 	}
set_sfx_enabled(bool val)92 	void set_sfx_enabled(bool val) {
93 		sfx_enabled = val;
94 	}
get_sfx_volume()95 	uint8 get_sfx_volume() {
96 		return sfx_volume;
97 	}
set_sfx_volume(uint8 val)98 	void set_sfx_volume(uint8 val) {
99 		sfx_volume = val;
100 	}
get_music_volume()101 	uint8 get_music_volume() {
102 		return music_volume;
103 	}
set_music_volume(uint8 val)104 	void set_music_volume(uint8 val) {
105 		music_volume = val;
106 	}
get_m_pCurrentSong()107 	Sound *get_m_pCurrentSong() {
108 		return m_pCurrentSong;
109 	}
110 
111 	bool stop_music_on_group_change;
112 
113 private:
114 	bool LoadCustomSongs(string scriptname);
115 	bool LoadNativeU6Songs();
116 	bool loadSong(Song *song, const char *filename);
117 	bool loadSong(Song *song, const char *filename, const char *title);
118 	bool groupAddSong(const char *group, Song *song);
119 
120 	//bool LoadObjectSamples(string sound_dir);
121 	//bool LoadTileSamples(string sound_dir);
122 	bool LoadSfxManager(string sfx_style);
123 
124 	Sound *SongExists(string name); //have we loaded this sound before?
125 	Sound *SampleExists(string name); //have we loaded this sound before?
126 
127 
128 	Sound *RequestTileSound(int id);
129 	Sound *RequestObjectSound(int id);
130 	Sound *RequestSong(string group); //request a song from this group
131 
132 	uint16 RequestObjectSfxId(uint16 obj_n);
133 
134 	typedef map<int, SoundCollection *> IntCollectionMap;
135 	typedef map<Common::String, SoundCollection *> StringCollectionMap;
136 	IntCollectionMap m_TileSampleMap;
137 	IntCollectionMap m_ObjectSampleMap;
138 	StringCollectionMap m_MusicMap;
139 	list<Sound *> m_Songs;
140 	list<Sound *> m_Samples;
141 	Configuration *m_Config;
142 
143 	//state info:
144 	string m_CurrentGroup;
145 	Sound *m_pCurrentSong;
146 	list<SoundManagerSfx> m_ActiveSounds;
147 	bool audio_enabled;
148 	bool music_enabled;
149 	bool speech_enabled;
150 	bool sfx_enabled;
151 
152 	uint8 music_volume;
153 	uint8 sfx_volume;
154 
155 	Audio::Mixer *_mixer;
156 	SfxManager *m_SfxManager;
157 
158 	CEmuopl *opl;
159 
160 	int game_type; //FIXME there's a nuvie_game_t, but almost everything uses int game_type (or gametype)
161 
162 public:
163 	static bool g_MusicFinished;
164 };
165 
166 } // End of namespace Nuvie
167 } // End of namespace Ultima
168 
169 #endif
170