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+/* 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.
+ *
+ * Additional copyright for this file:
+ * Copyright (C) 1995-1997 Presto Studios, Inc.
+ *
+ * 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.
+ *
+ */
+
+#ifndef PEGASUS_SOUND_H
+#define PEGASUS_SOUND_H
+
+#include "audio/mixer.h"
+#include "common/str.h"
+#include "pegasus/timers.h"
+
+namespace Audio {
+ class SeekableAudioStream;
+}
+
+namespace Pegasus {
+
+class SoundFader;
+
+// Things you might want to do with sound:
+// - Start it
+// - Stop it
+// - Loop it
+// - Pause it
+// - Set the volume
+// - Set the pitch (rate)
+// - Pan the sound
+// - Change these settings dynamically over time
+
+class Sound {
+public:
+ Sound();
+ ~Sound();
+
+ // We only have one access point here because we should
+ // only be opening an AIFF file from a file name. We're
+ // not using the resource fork string resources.
+ void initFromAIFFFile(const Common::String &fileName);
+
+ // Unlike the original game, we're going to use a regular
+ // audio stream for sound spots. The original treated them
+ // as movies.
+ void initFromQuickTime(const Common::String &fileName);
+
+ void disposeSound();
+ bool isSoundLoaded() const;
+ void playSound();
+ void loopSound();
+ void playSoundSegment(uint32 start, uint32 end);
+ void stopSound();
+ void setVolume(const uint16 volume);
+ bool isPlaying();
+
+ void attachFader(SoundFader *fader);
+
+protected:
+ Audio::SeekableAudioStream *_stream;
+ Audio::SoundHandle _handle;
+ byte _volume;
+
+ SoundFader *_fader;
+};
+
+// TODO: Make this class follow TimeBase better
+// Right now it's just a loose wrapper to plug callbacks
+// into sounds. Since this is only used for spot sounds,
+// I'm not too worried about it right now as its usage
+// is very limited.
+// At the very least, the regular TimeBase functions for
+// setting/getting should be neutered.
+class SoundTimeBase : public Sound, public TimeBase {
+public:
+ SoundTimeBase();
+ ~SoundTimeBase() {}
+
+ void playSoundSegment(uint32 start, uint32 end);
+
+protected:
+ void updateTime();
+
+private:
+ bool _setToStart;
+};
+
+} // End of namespace Pegasus
+
+#endif