/* 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_MANAGER_H #define TITANIC_SOUND_MANAGER_H #include "titanic/support/simple_file.h" namespace Titanic { class SoundManager { protected: int _field4; int _field8; int _fieldC; int _field10; int _field14; public: SoundManager(); virtual int proc3() const { return 0; } virtual int proc4() const { return 0; } virtual int proc5() const { return 0; } virtual void proc6() = 0; virtual void proc7() = 0; virtual void proc8(int v) = 0; virtual void proc9() {} virtual void proc10() = 0; virtual void proc11() = 0; virtual void proc12() {} virtual void proc13() {} virtual bool proc14() = 0; virtual int proc15() const { return 0; } virtual int proc16() const { return 0; } virtual void WaveMixPump() {} virtual int proc18() const { return 0; } virtual void proc19(int v) { _field4 = v; } virtual void proc20(int v) { _field8 = v; } virtual void proc21(int v) { _fieldC = v; } virtual void proc22(int v) { _field10 = v; } /** * Called when a game is about to be loaded */ virtual void preLoad() { proc10(); } /** * Load the data for the class from file */ void load(SimpleFile *file) {} /** * Called after loading of a game is completed */ virtual void postLoad() {} /** * Called when a game is about to be saved */ virtual void preSave() {} /** * Save the data for the class to file */ void save(SimpleFile *file) const {} /** * Called after saving is complete */ virtual void postSave() {} virtual void proc29() {} }; class QSoundManager : public SoundManager { public: int _field18; int _field1C; int _field4A0[16]; public: QSoundManager(); virtual int proc3(); virtual int proc4(); virtual int proc5(); virtual void proc6(); virtual void proc7(); virtual void proc8(int v); virtual void proc9(); virtual void proc10(); virtual void proc11(); virtual void proc12(); virtual void proc13(); virtual bool proc14(); virtual int proc15(); virtual int proc16(); virtual void WaveMixPump(); virtual int proc18() const; virtual void proc19(int v); virtual void proc20(int v); virtual void proc21(int v); virtual void proc29(); virtual void proc30(); }; } // End of namespace Titanic #endif /* TITANIC_QSOUND_MANAGER_H */