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-rw-r--r--engines/sword25/sfx/soundengine.h126
1 files changed, 63 insertions, 63 deletions
diff --git a/engines/sword25/sfx/soundengine.h b/engines/sword25/sfx/soundengine.h
index 35bab0c3d6..86efe4d3bd 100644
--- a/engines/sword25/sfx/soundengine.h
+++ b/engines/sword25/sfx/soundengine.h
@@ -23,7 +23,7 @@
*
*/
-/*
+/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
@@ -67,7 +67,7 @@ public:
// -----------------------------------------------------------------------------
// Enums and Types
// -----------------------------------------------------------------------------
-
+
enum SOUND_TYPES {
MUSIC = 0,
SPEECH = 1,
@@ -76,29 +76,29 @@ public:
/**
* The callback function of PlayDynamicSoundEx
- * @param UserData User-specified pointer
- * @param Data Pointer to the data buffer
- * @param DataLength Length of the data to be written in bytes
+ * @param UserData User-specified pointer
+ * @param Data Pointer to the data buffer
+ * @param DataLength Length of the data to be written in bytes
*/
typedef void (*DynamicSoundReadCallback)(void *UserData, void *Data, unsigned int DataLength);
// -----------------------------------------------------------------------------
// Constructor / destructor
// -----------------------------------------------------------------------------
-
- BS_SoundEngine(BS_Kernel* pKernel);
+
+ BS_SoundEngine(BS_Kernel *pKernel);
virtual ~BS_SoundEngine() {};
// --------------------------------------------------------------
// THIS METHOD MUST BE IMPLEMENTED BY THE SOUND ENGINE
// --------------------------------------------------------------
- /**
+ /**
* Initialises the sound engine
- * @param SampleRate Specifies the sample rate to use.
- * @param Channels The maximum number of channels. The default is 32.
- * @return Returns true on success, otherwise false.
- * @remark Calls to other methods may take place only if this
+ * @param SampleRate Specifies the sample rate to use.
+ * @param Channels The maximum number of channels. The default is 32.
+ * @return Returns true on success, otherwise false.
+ * @remark Calls to other methods may take place only if this
* method was called successfully.
*/
virtual bool Init(unsigned int SampleRate, unsigned int Channels = 32) = 0;
@@ -112,17 +112,17 @@ public:
*/
virtual void Update() = 0;
- /**
+ /**
* Sets the default volume for the different sound types
- * @param Volume The default volume level (0 = off, 1 = full volume)
- * @param Type The SoundType whose volume is to be changed
+ * @param Volume The default volume level (0 = off, 1 = full volume)
+ * @param Type The SoundType whose volume is to be changed
*/
virtual void SetVolume(float Volume, SOUND_TYPES Type) = 0;
/**
* Specifies the default volume of different sound types
- * @param Type The SoundType
- * @return Returns the standard sound volume for the given type
+ * @param Type The SoundType
+ * @return Returns the standard sound volume for the given type
* (0 = off, 1 = full volume).
*/
virtual float GetVolume(SOUND_TYPES Type) = 0;
@@ -139,115 +139,115 @@ public:
/**
* Pauses all sounds of a given layer.
- * @param Layer The Sound Layer
+ * @param Layer The Sound Layer
*/
virtual void PauseLayer(unsigned int Layer) = 0;
/**
* Resumes all the sounds in a layer that was previously stopped with PauseLayer()
- * @param Layer The Sound Layer
+ * @param Layer The Sound Layer
*/
virtual void ResumeLayer(unsigned int Layer) = 0;
-
+
/**
* Plays a sound
- * @param FileName The filename of the sound to be played
- * @param Type The type of sound
- * @param Volume The volume of the sound (0 = off, 1 = full volume)
- * @param Pan Panning (-1 = full left, 1 = right)
- * @param Loop Indicates whether the sound should be looped
- * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
+ * @param FileName The filename of the sound to be played
+ * @param Type The type of sound
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ * @param Pan Panning (-1 = full left, 1 = right)
+ * @param Loop Indicates whether the sound should be looped
+ * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
* of the sound is used.
- * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
+ * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
* the sound is used.
- * @param Layer The sound layer
- * @return Returns true if the playback of the sound was started successfully.
- * @remark If more control is needed over the playing, eg. changing the sound parameters
+ * @param Layer The sound layer
+ * @return Returns true if the playback of the sound was started successfully.
+ * @remark If more control is needed over the playing, eg. changing the sound parameters
* for Volume and Panning, then PlaySoundEx should be used.
*/
virtual bool PlaySound(const Common::String &FileName, SOUND_TYPES Type, float Volume = 1.0f, float Pan = 0.0f, bool Loop = false, int LoopStart = -1, int LoopEnd = -1, unsigned int Layer = 0) = 0;
/**
* Plays a sound
- * @param Type The type of sound
- * @param Volume The volume of the sound (0 = off, 1 = full volume)
- * @param Pan Panning (-1 = full left, 1 = right)
- * @param Loop Indicates whether the sound should be looped
- * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
+ * @param Type The type of sound
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ * @param Pan Panning (-1 = full left, 1 = right)
+ * @param Loop Indicates whether the sound should be looped
+ * @param LoopStart Indicates the starting loop point. If a value less than 0 is passed, the start
* of the sound is used.
- * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
+ * @param LoopEnd Indicates the ending loop point. If a avlue is passed less than 0, the end of
* the sound is used.
- * @param Layer The sound layer
- * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
- * @remark If more control is needed over the playing, eg. changing the sound parameters
+ * @param Layer The sound layer
+ * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
+ * @remark If more control is needed over the playing, eg. changing the sound parameters
* for Volume and Panning, then PlaySoundEx should be used.
*/
virtual unsigned int PlaySoundEx(const Common::String &FileName, SOUND_TYPES Type, float Volume = 1.0f, float Pan = 0.0f, bool Loop = false, int LoopStart = -1, int LoopEnd = -1, unsigned int Layer = 0) = 0;
/**
* Plays a sound generated at runtime
- * @param ReadCallback A pointer to a callback function that is called when sound data is needed.
+ * @param ReadCallback A pointer to a callback function that is called when sound data is needed.
* See the documentation for DynamicSoundReadCallback for more information.
- * @param UserData A pointer to the data. These are passed to the callback function each time.
+ * @param UserData A pointer to the data. These are passed to the callback function each time.
* If no such data is needed, this parameter can be set to NULL.
- * @param Type The type of sound
- * @param SampleRate The sample rate for the sound
- * @param BitsPerSample The size of the sample in bits. This statement is independant of the number of
+ * @param Type The type of sound
+ * @param SampleRate The sample rate for the sound
+ * @param BitsPerSample The size of the sample in bits. This statement is independant of the number of
* channels. Allowed values are 8, 16, 24, and 32.
- * @param Channels The number of channels. Allowed values are 1 and 2.
- * @param Volume The volume of the sound (0 = off, 1 = full volume)
- * @param Pan Panning (-1 = full left, 1 = right)
- * @param Layer The sound layer
- * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
- * @remark Dynamic sounds cannot be persisted.
+ * @param Channels The number of channels. Allowed values are 1 and 2.
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ * @param Pan Panning (-1 = full left, 1 = right)
+ * @param Layer The sound layer
+ * @return Returns a handle to the sound. With this handle, the sound can be manipulated during playback.
+ * @remark Dynamic sounds cannot be persisted.
*/
virtual unsigned int PlayDynamicSoundEx(DynamicSoundReadCallback ReadCallback, void *UserData, SOUND_TYPES Type, unsigned int SampleRate, unsigned int BitsPerSample, unsigned int Channels, float Volume = 1.0f, float Pan = 0.0f, unsigned int Layer = 0) = 0;
/**
* Sets the volume of a playing sound
- * @param Handle The sound handle
- * @param Volume The volume of the sound (0 = off, 1 = full volume)
+ * @param Handle The sound handle
+ * @param Volume The volume of the sound (0 = off, 1 = full volume)
*/
virtual void SetSoundVolume(unsigned int Handle, float Volume) = 0;
/**
* Sets the panning of a playing sound
- * @param Handle The sound handle
- * @param Pan Panning (-1 = full left, 1 = right)
+ * @param Handle The sound handle
+ * @param Pan Panning (-1 = full left, 1 = right)
*/
virtual void SetSoundPanning(unsigned int Handle, float Pan) = 0;
/**
* Pauses a playing sound
- * @param Handle The sound handle
+ * @param Handle The sound handle
*/
virtual void PauseSound(unsigned int Handle) = 0;
/**
* Resumes a paused sound
- * @param Handle The sound handle
+ * @param Handle The sound handle
*/
virtual void ResumeSound(unsigned int Handle) = 0;
/**
* Stops a playing sound
- * @param Handle The sound handle
- * @remark Calling this method invalidates the passed handle; it can no longer be used.
+ * @param Handle The sound handle
+ * @remark Calling this method invalidates the passed handle; it can no longer be used.
*/
virtual void StopSound(unsigned int Handle) = 0;
/**
* Returns whether a sound is paused
- * @param Handle The sound handle
- * @return Returns true if the sound is paused, false otherwise.
+ * @param Handle The sound handle
+ * @return Returns true if the sound is paused, false otherwise.
*/
virtual bool IsSoundPaused(unsigned int Handle) = 0;
-
+
/**
* Returns whether a sound is still playing.
- * @param Handle The sound handle
- * @return Returns true if the sound is playing, false otherwise.
+ * @param Handle The sound handle
+ * @return Returns true if the sound is playing, false otherwise.
*/
virtual bool IsSoundPlaying(unsigned int Handle) = 0;