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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/sound/base_sound.h
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/sound/base_sound.h')
-rw-r--r--engines/wintermute/base/sound/base_sound.h174
1 files changed, 87 insertions, 87 deletions
diff --git a/engines/wintermute/base/sound/base_sound.h b/engines/wintermute/base/sound/base_sound.h
index d65757474a..637061b7cc 100644
--- a/engines/wintermute/base/sound/base_sound.h
+++ b/engines/wintermute/base/sound/base_sound.h
@@ -1,87 +1,87 @@
-/* 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.
- *
- */
-
-/*
- * This file is based on WME Lite.
- * http://dead-code.org/redir.php?target=wmelite
- * Copyright (c) 2011 Jan Nedoma
- */
-
-#ifndef WINTERMUTE_BASE_SOUND_H
-#define WINTERMUTE_BASE_SOUND_H
-
-#include "engines/wintermute/base/base.h"
-#include "engines/wintermute/dctypes.h" // Added by ClassView
-#include "engines/wintermute/persistent.h"
-#include "audio/mixer.h"
-
-namespace Wintermute {
-
-class BaseSoundBuffer;
-class BaseSound : public BaseClass {
-public:
- bool setPan(float pan);
- int getVolume();
- int getVolumePercent();
- bool setVolumePercent(int percent);
- bool setVolume(int volume);
- bool setPrivateVolume(int volume);
- bool setLoopStart(uint32 pos);
- uint32 getPositionTime();
- bool setPositionTime(uint32 time);
- bool isPlaying();
- bool isPaused();
- DECLARE_PERSISTENT(BaseSound, BaseClass)
- bool resume();
- bool pause(bool freezePaused = false);
- bool stop();
- bool play(bool looping = false);
- uint32 getLength();
- const char *getFilename() { return _soundFilename.c_str(); }
- bool setSoundSimple();
- bool setSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false);
- BaseSound(BaseGame *inGame);
- virtual ~BaseSound();
-
- bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0);
-private:
- Common::String _soundFilename;
- bool _soundStreamed;
- Audio::Mixer::SoundType _soundType;
- int _soundPrivateVolume;
- uint32 _soundLoopStart;
- uint32 _soundPosition;
- bool _soundPlaying;
- bool _soundLooping;
- bool _soundPaused;
- bool _soundFreezePaused;
- TSFXType _sFXType;
- float _sFXParam1;
- float _sFXParam2;
- float _sFXParam3;
- float _sFXParam4;
- BaseSoundBuffer *_sound;
-};
-
-} // end of namespace Wintermute
-
-#endif
+/* 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_BASE_SOUND_H
+#define WINTERMUTE_BASE_SOUND_H
+
+#include "engines/wintermute/base/base.h"
+#include "engines/wintermute/dctypes.h" // Added by ClassView
+#include "engines/wintermute/persistent.h"
+#include "audio/mixer.h"
+
+namespace Wintermute {
+
+class BaseSoundBuffer;
+class BaseSound : public BaseClass {
+public:
+ bool setPan(float pan);
+ int getVolume();
+ int getVolumePercent();
+ bool setVolumePercent(int percent);
+ bool setVolume(int volume);
+ bool setPrivateVolume(int volume);
+ bool setLoopStart(uint32 pos);
+ uint32 getPositionTime();
+ bool setPositionTime(uint32 time);
+ bool isPlaying();
+ bool isPaused();
+ DECLARE_PERSISTENT(BaseSound, BaseClass)
+ bool resume();
+ bool pause(bool freezePaused = false);
+ bool stop();
+ bool play(bool looping = false);
+ uint32 getLength();
+ const char *getFilename() { return _soundFilename.c_str(); }
+ bool setSoundSimple();
+ bool setSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false);
+ BaseSound(BaseGame *inGame);
+ virtual ~BaseSound();
+
+ bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0);
+private:
+ Common::String _soundFilename;
+ bool _soundStreamed;
+ Audio::Mixer::SoundType _soundType;
+ int _soundPrivateVolume;
+ uint32 _soundLoopStart;
+ uint32 _soundPosition;
+ bool _soundPlaying;
+ bool _soundLooping;
+ bool _soundPaused;
+ bool _soundFreezePaused;
+ TSFXType _sFXType;
+ float _sFXParam1;
+ float _sFXParam2;
+ float _sFXParam3;
+ float _sFXParam4;
+ BaseSoundBuffer *_sound;
+};
+
+} // end of namespace Wintermute
+
+#endif