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authorTorbjörn Andersson2004-01-16 08:16:23 +0000
committerTorbjörn Andersson2004-01-16 08:16:23 +0000
commit673862dbfd8d17166000cdf5bd68dd9a90092034 (patch)
tree776df888b2b37eada0674dd0f3d0f5dbe33f9d48 /sword2/driver/d_sound.h
parent006ef5e01fd6104b2db574d87be835d81864f0a9 (diff)
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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.h9
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);