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Diffstat (limited to 'engines/wintermute/base/sound/base_sound.h')
-rw-r--r-- | engines/wintermute/base/sound/base_sound.h | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/engines/wintermute/base/sound/base_sound.h b/engines/wintermute/base/sound/base_sound.h new file mode 100644 index 0000000000..637061b7cc --- /dev/null +++ b/engines/wintermute/base/sound/base_sound.h @@ -0,0 +1,87 @@ +/* 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_BASE_SOUND_H +#define WINTERMUTE_BASE_SOUND_H + +#include "engines/wintermute/base/base.h" +#include "engines/wintermute/dctypes.h" // Added by ClassView +#include "engines/wintermute/persistent.h" +#include "audio/mixer.h" + +namespace Wintermute { + +class BaseSoundBuffer; +class BaseSound : public BaseClass { +public: + bool setPan(float pan); + int getVolume(); + int getVolumePercent(); + bool setVolumePercent(int percent); + bool setVolume(int volume); + bool setPrivateVolume(int volume); + bool setLoopStart(uint32 pos); + uint32 getPositionTime(); + bool setPositionTime(uint32 time); + bool isPlaying(); + bool isPaused(); + DECLARE_PERSISTENT(BaseSound, BaseClass) + bool resume(); + bool pause(bool freezePaused = false); + bool stop(); + bool play(bool looping = false); + uint32 getLength(); + const char *getFilename() { return _soundFilename.c_str(); } + bool setSoundSimple(); + bool setSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false); + BaseSound(BaseGame *inGame); + virtual ~BaseSound(); + + bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0); +private: + Common::String _soundFilename; + bool _soundStreamed; + Audio::Mixer::SoundType _soundType; + int _soundPrivateVolume; + uint32 _soundLoopStart; + uint32 _soundPosition; + bool _soundPlaying; + bool _soundLooping; + bool _soundPaused; + bool _soundFreezePaused; + TSFXType _sFXType; + float _sFXParam1; + float _sFXParam2; + float _sFXParam3; + float _sFXParam4; + BaseSoundBuffer *_sound; +}; + +} // end of namespace Wintermute + +#endif |