/* 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_BASE_GAME_MUSIC_H #define WINTERMUTE_BASE_GAME_MUSIC_H #include "common/scummsys.h" namespace Wintermute { #define NUM_MUSIC_CHANNELS 5 class BasePersistenceManager; class BaseSound; class ScStack; class ScScript; class BaseGame; class BaseGameMusic { public: BaseGameMusic(BaseGame *gameRef); void cleanup(); bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name); bool resumeMusic(int channel); bool setMusicStartTime(int channel, uint32 time); bool pauseMusic(int channel); bool stopMusic(int channel); bool playMusic(int channel, const char *filename, bool looping = true, uint32 loopStart = 0); bool updateMusicCrossfade(); bool persistChannels(BasePersistenceManager *persistMgr); bool persistCrossfadeSettings(BasePersistenceManager *persistMgr); private: BaseGame *_gameRef; BaseSound *_music[NUM_MUSIC_CHANNELS]; uint32 _musicStartTime[NUM_MUSIC_CHANNELS]; bool _musicCrossfadeRunning; bool _musicCrossfadeSwap; uint32 _musicCrossfadeStartTime; uint32 _musicCrossfadeLength; int32 _musicCrossfadeChannel1; int32 _musicCrossfadeChannel2; }; } // End of namespace Wintermute #endif