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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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/**
+ * @file
+ * Sound decoder used in engines:
+ * - sword1 (PSX port of the game)
+ * - sword2 (PSX port of the game)
+ * - tinsel (PSX port of the game)
+ */
+
+#ifndef SOUND_VAG_H
+#define SOUND_VAG_H
+
+#include "sound/audiostream.h"
+#include "common/stream.h"
+
+namespace Audio {
+
+class VagStream : public Audio::RewindableAudioStream {
+public:
+ VagStream(Common::SeekableReadStream *stream, int rate = 11025);
+ ~VagStream();
+
+ bool isStereo() const { return false; }
+ bool endOfData() const { return _stream->pos() == _stream->size(); }
+ int getRate() const { return _rate; }
+ int readBuffer(int16 *buffer, const int numSamples);
+
+ bool rewind();
+private:
+ Common::SeekableReadStream *_stream;
+
+ byte _predictor;
+ double _samples[28];
+ byte _samplesRemaining;
+ int _rate;
+ double _s1, _s2;
+};
+
+} // End of namespace Sword1
+
+#endif