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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:
+ * - agos
+ * - drascula
+ * - kyra
+ * - made
+ * - saga
+ * - scumm
+ * - touche
+ */
+
+#ifndef SOUND_VOC_H
+#define SOUND_VOC_H
+
+#include "common/types.h"
+#include "common/scummsys.h"
+
+namespace Common { class ReadStream; }
+namespace Common { class SeekableReadStream; }
+
+namespace Audio {
+
+class AudioStream;
+class SeekableAudioStream;
+
+
+#include "common/pack-start.h" // START STRUCT PACKING
+
+struct VocFileHeader {
+ uint8 desc[20];
+ uint16 datablock_offset;
+ uint16 version;
+ uint16 id;
+} PACKED_STRUCT;
+
+struct VocBlockHeader {
+ uint8 blocktype;
+ uint8 size[3];
+ uint8 sr;
+ uint8 pack;
+} PACKED_STRUCT;
+
+#include "common/pack-end.h" // END STRUCT PACKING
+
+/**
+ * Take a sample rate parameter as it occurs in a VOC sound header, and
+ * return the corresponding sample frequency.
+ *
+ * This method has special cases for the standard rates of 11025 and 22050 kHz,
+ * which due to limitations of the format, cannot be encoded exactly in a VOC
+ * file. As a consequence, many game files have sound data sampled with those
+ * rates, but the VOC marks them incorrectly as 11111 or 22222 kHz. This code
+ * works around that and "unrounds" the sampling rates.
+ */
+extern int getSampleRateFromVOCRate(int vocSR);
+
+/**
+ * Try to load a VOC from the given stream. Returns a pointer to memory
+ * containing the PCM sample data (allocated with malloc). It is the callers
+ * responsibility to dellocate that data again later on! Currently this
+ * function only supports uncompressed raw PCM data.
+ */
+extern byte *loadVOCFromStream(Common::ReadStream &stream, int &size, int &rate);
+
+/**
+ * Try to load a VOC from the given seekable stream and create an AudioStream
+ * from that data. Currently this function only supports uncompressed raw PCM
+ * data. Optionally supports (infinite) looping of a portion of the data.
+ *
+ * This function uses loadVOCFromStream() internally.
+ */
+AudioStream *makeVOCStream(Common::SeekableReadStream &stream, byte flags = 0, uint loopStart = 0, uint loopEnd = 0, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::NO);
+
+/**
+ * This does not use any of the looping features of VOC files!
+ */
+SeekableAudioStream *makeVOCStream(Common::SeekableReadStream &stream, byte flags, DisposeAfterUse::Flag disposeAfterUse);
+
+} // End of namespace Audio
+
+#endif