/* 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. * * $URL$ * $Id$ * * This file contains the Sound Driver data structures etc. */ #ifndef TINSEL_SOUND_H #define TINSEL_SOUND_H #include "common/file.h" #include "common/file.h" #include "sound/mixer.h" #include "tinsel/dw.h" #include "tinsel/tinsel.h" namespace Tinsel { /*----------------------------------------------------------------------*\ |* Function Prototypes *| \*----------------------------------------------------------------------*/ class SoundManager { protected: //TinselEngine *_vm; // TODO: Enable this once global _vm var is gone /** Sample handle */ Audio::SoundHandle _handle; /** Sample index buffer and number of entries */ int32 *_sampleIndex; /** Number of entries in the sample index */ long _sampleIndexLen; /** file stream for sample file */ Common::File _sampleStream; public: SoundManager(TinselEngine *vm); ~SoundManager(); bool playSample(int id, Audio::Mixer::SoundType type, Audio::SoundHandle *handle = 0); void stopAllSamples(void); // Stops any currently playing sample bool sampleExists(int id); bool sampleIsPlaying(void); // TODO: Internal method, make this protected? void openSampleFiles(void); }; } // end of namespace Tinsel #endif // TINSEL_SOUND_H