/* 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_BSOUNDMGR_H #define WINTERMUTE_BSOUNDMGR_H #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/Base/BBase.h" #include "engines/wintermute/Base/BSoundBuffer.h" //#include "bass.h" namespace WinterMute { class CBSoundMgr : public CBBase { public: float posToPan(int X, int Y); HRESULT resumeAll(); HRESULT pauseAll(bool IncludingMusic = true); HRESULT cleanup(); //DECLARE_PERSISTENT(CBSoundMgr, CBBase); byte getMasterVolumePercent(); HRESULT setMasterVolumePercent(byte Percent); byte getVolumePercent(TSoundType Type); HRESULT setVolumePercent(TSoundType Type, byte Percent); HRESULT setVolume(TSoundType Type, int Volume); uint32 _volumeOriginal; int _volumeMaster; int _volumeMusic; int _volumeSpeech; int _volumeSFX; HRESULT removeSound(CBSoundBuffer *Sound); CBSoundBuffer *addSound(const char *Filename, TSoundType Type = SOUND_SFX, bool Streamed = false); HRESULT addSound(CBSoundBuffer *Sound, TSoundType Type = SOUND_SFX); HRESULT initLoop(); HRESULT initialize(); bool _soundAvailable; CBSoundMgr(CBGame *inGame); virtual ~CBSoundMgr(); CBArray _sounds; void saveSettings(); }; } // end of namespace WinterMute #endif