/* 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_SOUND_H #define WINTERMUTE_BASE_SOUND_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/dctypes.h" // Added by ClassView #include "engines/wintermute/persistent.h" #include "audio/mixer.h" namespace Wintermute { class BaseSoundBuffer; class BaseSound : public BaseClass { public: bool setPan(float pan); int getVolume(); int getVolumePercent(); bool setVolumePercent(int percent); bool setVolume(int volume); bool setPrivateVolume(int volume); bool setLoopStart(uint32 pos); uint32 getPositionTime(); bool setPositionTime(uint32 time); bool isPlaying(); bool isPaused(); DECLARE_PERSISTENT(BaseSound, BaseClass) bool resume(); bool pause(bool freezePaused = false); bool stop(); bool play(bool looping = false); uint32 getLength(); const char *getFilename() { return _soundFilename.c_str(); } bool setSoundSimple(); bool setSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false); BaseSound(BaseGame *inGame); virtual ~BaseSound(); bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0); private: Common::String _soundFilename; bool _soundStreamed; Audio::Mixer::SoundType _soundType; int32 _soundPrivateVolume; uint32 _soundLoopStart; uint32 _soundPosition; bool _soundPlaying; bool _soundLooping; bool _soundPaused; bool _soundFreezePaused; TSFXType _sFXType; float _sFXParam1; float _sFXParam2; float _sFXParam3; float _sFXParam4; BaseSoundBuffer *_sound; }; } // End of namespace Wintermute #endif