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author | Torbjörn Andersson | 2004-01-16 08:16:23 +0000 |
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committer | Torbjörn Andersson | 2004-01-16 08:16:23 +0000 |
commit | 673862dbfd8d17166000cdf5bd68dd9a90092034 (patch) | |
tree | 776df888b2b37eada0674dd0f3d0f5dbe33f9d48 /sword2/driver/d_sound.h | |
parent | 006ef5e01fd6104b2db574d87be835d81864f0a9 (diff) | |
download | scummvm-rg350-673862dbfd8d17166000cdf5bd68dd9a90092034.tar.gz scummvm-rg350-673862dbfd8d17166000cdf5bd68dd9a90092034.tar.bz2 scummvm-rg350-673862dbfd8d17166000cdf5bd68dd9a90092034.zip |
Made a separate function out of the code that retrieves information about
an in-memory WAV file. At the moment it's only used in one place, which is
a bit silly, but I hope to use it for the cutscene player to figure out
when to start the lead-out music.
(To do that I'll need to know how long the cutscene is, though. I haven't
looked into how to find that out yet.)
svn-id: r12424
Diffstat (limited to 'sword2/driver/d_sound.h')
-rw-r--r-- | sword2/driver/d_sound.h | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/sword2/driver/d_sound.h b/sword2/driver/d_sound.h index 1dd61407a7..8612bbefb0 100644 --- a/sword2/driver/d_sound.h +++ b/sword2/driver/d_sound.h @@ -33,6 +33,13 @@ namespace Sword2 { extern void sword2_sound_handler(void *refCon); +struct WavInfo { + uint8 channels; + uint16 rate; + uint32 samples; + uint8 *data; +}; + struct FxHandle { int32 _id; bool _paused; @@ -113,6 +120,8 @@ public: void fxServer(int16 *data, uint len); void buildPanTable(bool reverse); + bool getWavInfo(uint8 *data, WavInfo *wavInfo); + void muteMusic(bool mute); bool isMusicMute(void); void setMusicVolume(uint8 vol); |