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Diffstat (limited to 'engines/pegasus/sound.h')
-rw-r--r-- | engines/pegasus/sound.h | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/engines/pegasus/sound.h b/engines/pegasus/sound.h new file mode 100644 index 0000000000..57cfd52e41 --- /dev/null +++ b/engines/pegasus/sound.h @@ -0,0 +1,108 @@ +/* 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 |