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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.
+ *
+ * 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#ifndef WINTERMUTE_BSOUNDMGR_H
+#define WINTERMUTE_BSOUNDMGR_H
+
+#include "engines/wintermute/coll_templ.h"
+#include "engines/wintermute/base/BBase.h"
+#include "audio/mixer.h"
+#include "common/array.h"
+
+namespace WinterMute {
+class CBSoundBuffer;
+class CBSoundMgr : public CBBase {
+public:
+ float posToPan(int x, int y);
+ bool resumeAll();
+ bool pauseAll(bool includingMusic = true);
+ bool cleanup();
+ //DECLARE_PERSISTENT(CBSoundMgr, CBBase);
+ byte getMasterVolumePercent();
+ byte getMasterVolume();
+ bool setMasterVolume(byte percent);
+ bool setMasterVolumePercent(byte percent);
+ byte getVolumePercent(Audio::Mixer::SoundType type);
+ bool setVolumePercent(Audio::Mixer::SoundType type, byte percent);
+ bool setVolume(Audio::Mixer::SoundType type, int volume);
+ uint32 _volumeOriginal;
+ int _volumeMaster;
+ bool removeSound(CBSoundBuffer *sound);
+ CBSoundBuffer *addSound(const char *filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false);
+ bool addSound(CBSoundBuffer *sound, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType);
+ bool initLoop();
+ bool initialize();
+ bool _soundAvailable;
+ CBSoundMgr(CBGame *inGame);
+ virtual ~CBSoundMgr();
+ Common::Array<CBSoundBuffer *> _sounds;
+ void saveSettings();
+};
+
+} // end of namespace WinterMute
+
+#endif