/* 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. * */ #ifndef TITANIC_SOUND_H #define TITANIC_SOUND_H #include "titanic/support/simple_file.h" #include "titanic/sound/sound_manager.h" #include "titanic/core/list.h" #include "titanic/core/view_item.h" #include "titanic/true_talk/dialogue_file.h" namespace Titanic { class CGameManager; class CSoundItem : public ListItem { public: CString _name; int _soundHandle; int _field1C; int _field20; int _field24; int _field28; public: CSoundItem() : ListItem(), _soundHandle(0), _field1C(0), _field20(0), _field24(0), _field28(0) {} CSoundItem(const CString &name) : ListItem(), _name(name), _soundHandle(0), _field1C(0), _field20(0), _field24(0), _field28(0) {} int fn1(); }; class CSoundItemList : public List { }; class CSound { private: CGameManager *_gameManager; CSoundItemList _sounds; private: /** * Check whether any sounds are done and can be be removed */ void checkSounds(); /** * Removes the oldest sound from the sounds list that isn't * currently playing */ void removeOldest(); public: QSoundManager _soundManager; public: CSound(CGameManager *owner); /** * Save the data for the class to file */ void save(SimpleFile *file) const; /** * Load the data for the class from file */ void load(SimpleFile *file); /** * Called when a game is about to be loaded */ void preLoad(); /** * Called when loading a game is complete */ void postLoad() { _soundManager.postLoad(); } /** * Called when a game is about to be saved */ void preSave() { _soundManager.preSave(); } /** * Called when a game has finished being saved */ void postSave() { _soundManager.postSave(); } /** * Called when the view has been changed */ void preEnterView(CViewItem *newView, bool isNewRoom); /** * Load a sound * @param name Name of sound resource * @returns Sound handle Id */ uint loadSound(const CString &name); bool fn1(int val); void fn2(int handle); void fn3(int handle, int val2, int val3); void managerProc8(int v) { _soundManager.proc8(v); } CSoundItem *getTrueTalkSound(CDialogueFile *dialogueFile, int index); }; } // End of namespace Titanic #endif /* TITANIC_SOUND_H */