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diff --git a/engines/wintermute/base/sound/base_sound.h b/engines/wintermute/base/sound/base_sound.h
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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_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