/* 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 file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BSOUND_H #define WINTERMUTE_BSOUND_H #include "engines/wintermute/Base/BBase.h" #include "engines/wintermute/dctypes.h" // Added by ClassView #include "engines/wintermute/Base/BSoundBuffer.h" #include "engines/wintermute/persistent.h" namespace WinterMute { class CBSound : public CBBase { public: HRESULT SetPan(float Pan); int _soundPrivateVolume; int GetVolume(); HRESULT SetVolume(int Volume); HRESULT SetPrivateVolume(int Volume); HRESULT SetLoopStart(uint32 Pos); uint32 GetPositionTime(); HRESULT SetPositionTime(uint32 Time); bool _soundPaused; bool _soundFreezePaused; bool IsPlaying(); bool IsPaused(); bool _soundPlaying; bool _soundLooping; uint32 _soundLoopStart; uint32 _soundPosition; DECLARE_PERSISTENT(CBSound, CBBase) HRESULT Resume(); HRESULT Pause(bool FreezePaused = false); HRESULT Stop(); HRESULT Play(bool Looping = false); uint32 GetLength(); bool _soundStreamed; TSoundType _soundType; char *_soundFilename; HRESULT SetSoundSimple(); HRESULT SetSound(const char *Filename, TSoundType Type = SOUND_SFX, bool Streamed = false); CBSound(CBGame *inGame); virtual ~CBSound(); HRESULT ApplyFX(TSFXType Type = SFX_NONE, float Param1 = 0, float Param2 = 0, float Param3 = 0, float Param4 = 0); private: TSFXType _sFXType; float _sFXParam1; float _sFXParam2; float _sFXParam3; float _sFXParam4; CBSoundBuffer *_sound; }; } // end of namespace WinterMute #endif