mirror of
https://github.com/microsoft/Microsoft-3D-Movie-Maker.git
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227 lines
6.6 KiB
C++
227 lines
6.6 KiB
C++
/* Copyright (c) Microsoft Corporation.
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Licensed under the MIT License. */
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/***************************************************************************
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msnd.h: Movie sound class
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Primary Authors: *****, *****
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Status: Reviewed
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BASE ---> BACO ---> MSND
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BASE ---> CMH ---> MSQ
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NOTE: when the MSQ stops sounds, it does it based on sound class (scl)
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and not sound queue (sqn). This is slightly less efficient, because the
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SNDM must search all open sound queues for the given scl's when we stop
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sounds; however, the code is made much simpler, because the sqn is
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generated on the fly based on whether the sound is for an actor or
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background, the sty of the sound, and (in the case of actor sounds) the
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arid of the source of the sound. If we had to enumerate all sounds
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based on that information, we'd wind up calling into the SNDM a minimum
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of three times, plus three times for each actor; not only is the
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enumeration on this side inefficient (the MSQ would have to call into the
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MVIE to enumerate all the known actors), but the number of calls to SNDM
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gets to be huge! On top of all that, we'd probably wind up finding some
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bugs where a sound is still playing for an actor that's been deleted, and
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possibly fail to stop the sound properly (Murphy reigning strong in any
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software project).
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***************************************************************************/
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#ifndef MSND_H
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#define MSND_H
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// Sound types
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enum
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{
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styNil = 0,
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styUnused, // Retain. Existing content depends on subsequent values
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stySfx,
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stySpeech,
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styMidi,
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styLim
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};
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// Sound-class-number constants
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const long sclNonLoop = 0;
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const long sclLoopWav = 1;
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const long sclLoopMidi = 2;
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#define vlmNil (-1)
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// Sound-queue-number constants
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enum
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{
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sqnActr = 0x10000000,
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sqnBkgd = 0x20000000,
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sqnLim
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};
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#define ksqnStyShift 16; // Shift for the sqnsty
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// Sound Queue Delta times
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// Any sound times less than ksqdtimLong will be clocked & stopped
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const long kdtimOffMsq = 0;
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const long kdtimLongMsq = klwMax;
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const long kdtim2Msq = ((kdtimSecond *2) * 10) / 12; // adjustment -> 2 seconds
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const long kSndSamplesPerSec = 22050;
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const long kSndBitsPerSample = 8;
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const long kSndBlockAlign = 1;
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const long kSndChannels = 1;
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/****************************************
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Movie Sound on file
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****************************************/
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struct MSNDF
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{
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short bo;
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short osk;
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long sty; // sound type
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long vlmDefault; // default volume
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bool fInvalid; // Invalid flag
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};
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const BOM kbomMsndf = 0x5FC00000;
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const CHID kchidSnd = 0; // Movie Sound sound/music
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// Function to stop all movie sounds.
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inline void StopAllMovieSounds(void)
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{
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vpsndm->StopAll(sqnNil, sclNonLoop);
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vpsndm->StopAll(sqnNil, sclLoopWav);
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vpsndm->StopAll(sqnNil, sclLoopMidi);
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}
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/****************************************
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The Movie Sound class
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****************************************/
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typedef class MSND *PMSND;
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#define MSND_PAR BACO
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#define kclsMSND 'MSND'
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class MSND : public MSND_PAR
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{
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RTCLASS_DEC
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ASSERT
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MARKMEM
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protected:
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// these are inherent to the msnd
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CTG _ctgSnd; // CTG of the WAV or MIDI chunk
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CNO _cnoSnd; // CNO of the WAV or MIDI chunk
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PRCA _prca; // file that the WAV/MIDI lives in
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long _sty; // MIDI, speech, or sfx
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long _vlm; // Volume of the sound
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bool _fNoSound; // Set if silent sound
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STN _stn; // Sound name
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bool _fInvalid; // Invalid flag
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protected:
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bool _FInit(PCFL pcfl, CTG ctg, CNO cno);
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public:
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static bool FReadMsnd(PCRF pcrf, CTG ctg, CNO cno, PBLCK pblck,
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PBACO *ppbaco, long *pcb);
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static bool FGetMsndInfo(PCFL pcfl, CTG ctg, CNO cno, bool *pfInvalid = pvNil,
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long *psty = pvNil, long *pvlm = pvNil);
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static bool FCopyMidi(PFIL pfilSrc, PCFL pcflDest, CNO *pcno, PSTN pstn = pvNil);
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static bool FWriteMidi(PCFL pcflDest, PMIDS pmids, STN *pstnName, CNO *pcno);
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static bool FCopyWave(PFIL pfilSrc, PCFL pcflDest, long sty, CNO *pcno, PSTN pstn = pvNil);
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static bool FWriteWave(PFIL pfilSrc, PCFL pcflDest, long sty, STN *pstnName, CNO *pcno);
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~MSND(void);
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static long SqnActr(long sty, long objID);
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static long SqnBkgd(long sty, long objID);
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long Scl(bool fLoop) { return (fLoop ? ((_sty == styMidi) ? sclLoopMidi : sclLoopWav) : sclNonLoop);}
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long SqnActr(long objID) { AssertThis(0); return SqnActr(_sty, objID); }
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long SqnBkgd(long objID) { AssertThis(0); return SqnBkgd(_sty, objID); }
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bool FInvalidate(void);
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bool FValid(void) { AssertBaseThis(0); return FPure(!_fInvalid); }
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PSTN Pstn(void) { AssertThis(0); return &_stn; }
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long Sty(void) { AssertThis(0); return _sty; }
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long Vlm(void) { AssertThis(0); return _vlm; }
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long Spr(long tool); // Return Priority
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long FNoSound(void) { AssertThis(0); return _fNoSound; }
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void Play(long objID, bool fLoop, bool fQueue, long vlm,
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long spr, bool fActr = fFalse, ulong dtsStart = 0);
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};
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/****************************************
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Movie Sound Queue (MSQ)
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Sounds to be played at one time.
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These are of all types, queues &
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classes
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****************************************/
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typedef class MSQ *PMSQ;
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#define MSQ_PAR CMH
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#define kclsMSQ 'MSQ'
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const long kcsqeGrow = 10; // quantum growth for sqe
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// Movie sound queue entry
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struct SQE
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{
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long objID; // Unique identifier (actor id, eg)
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bool fLoop; // Looping sound flag
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bool fQueue; // Queued sound
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long vlmMod; // Volume modification
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long spr; // Priority
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bool fActr; // Actor vs Scene (to generate unique class)
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PMSND pmsnd; // PMSND
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ulong dtsStart; // How far into the sound to start playing
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};
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class MSQ : public MSQ_PAR
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{
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RTCLASS_DEC
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ASSERT
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MARKMEM
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CMD_MAP_DEC(MSQ)
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protected:
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PGL _pglsqe; // Sound queue entries
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long _dtim; // Time sound allowed to play
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PCLOK _pclok;
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public:
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MSQ(long hid) : MSQ_PAR(hid) {}
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~MSQ(void);
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static PMSQ PmsqNew(void);
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bool FEnqueue(PMSND pmsnd, long objID, bool fLoop, bool fQueue,
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long vlm, long spr, bool fActr = fFalse, ulong dtsStart = 0,
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bool fLowPri = fFalse);
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void PlayMsq(void); // Destroys queue as it plays
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void FlushMsq(void); // Without playing the sounds
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bool FCmdAlarm(PCMD pcmd);
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// Sound on/off & duration control
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void SndOff(void) {AssertThis(0); _dtim = kdtimOffMsq;}
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void SndOnShort(void) {AssertThis(0); _dtim = kdtim2Msq;}
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void SndOnLong(void) {AssertThis(0); _dtim = kdtimLongMsq;}
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void StopAll(void)
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{
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if (pvNil != _pclok)
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_pclok->Stop();
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StopAllMovieSounds();
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}
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bool FPlaying(bool fLoop) {AssertThis(0);
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return (fLoop ? (vpsndm->FPlayingAll(sqnNil, sclLoopMidi) || vpsndm->FPlayingAll(sqnNil, sclLoopWav)) :
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vpsndm->FPlayingAll(sqnNil, sclNonLoop)); }
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// Save/Restore snd-on duration times
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long DtimSnd(void) {AssertThis(0); return _dtim;}
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void SndOnDtim(long dtim) {AssertThis(0); _dtim = dtim;}
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};
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#endif MSND_H
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