/* 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. * */ /** * @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 AUDIO_DECODERS_XA_H #define AUDIO_DECODERS_XA_H #include "common/types.h" namespace Common { class SeekableReadStream; } namespace Audio { class RewindableAudioStream; /** * Takes an input stream containing XA ADPCM sound data and creates * an RewindableAudioStream from that. * * @param stream the SeekableReadStream from which to read the XA ADPCM data * @param rate the sampling rate * @param disposeAfterUse whether to delete the stream after use. * @return a new RewindableAudioStream, or NULL, if an error occurred */ RewindableAudioStream *makeXAStream( Common::SeekableReadStream *stream, int rate, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::YES); } // End of namespace Audio #endif