/* 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 code is based on Labyrinth of Time code with assistance of * * Copyright (c) 1993 Terra Nova Development * Copyright (c) 2004 The Wyrmkeep Entertainment Co. * */ #ifndef LAB_MUSIC_H #define LAB_MUSIC_H #include "audio/mixer.h" namespace Common { class File; } namespace Lab { class LabEngine; //--------------------------- //----- From LabMusic.c ----- //--------------------------- #define MAXBUFFERS 5 class Music { private: LabEngine *_vm; Common::File *_musicFile; uint32 _storedPos; Audio::SoundHandle _musicHandle; Audio::SoundHandle _sfxHandle; private: byte getSoundFlags(); public: Music(LabEngine *vm); /** * Changes the background music to something else. */ void changeMusic(const Common::String filename, bool storeCurPos, bool seektoStoredPos); void resetMusic(bool seekToStoredPos); /** * Checks the music that should be playing in a particular room. */ void checkRoomMusic(uint16 prevRoom, uint16 newRoom); /** * Frees up the music buffers and closes the file. */ void freeMusic(); bool isSoundEffectActive() const; void playSoundEffect(uint16 sampleSpeed, uint32 length, bool loop, Common::File *dataFile); /** * Reads in a sound effect file. Ignores any graphics. */ void loadSoundEffect(const Common::String filename, bool loop, bool waitTillFinished); void stopSoundEffect(); }; } // End of namespace Lab #endif // LAB_MUSIC_H