/* 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_SOUNDBUFFER_H #define WINTERMUTE_BASE_SOUNDBUFFER_H #include "engines/wintermute/base/base.h" #include "audio/mixer.h" #include "common/stream.h" namespace Audio { class SeekableAudioStream; class SoundHandle; } namespace Wintermute { class BaseFile; class BaseSoundBuffer : public BaseClass { public: BaseSoundBuffer(BaseGame *inGame); virtual ~BaseSoundBuffer(); bool pause(); bool play(bool looping = false, uint32 startSample = 0); bool resume(); bool stop(); bool isPlaying(); void setLooping(bool looping); uint32 getPosition(); bool setPosition(uint32 pos); uint32 getLength(); bool setLoopStart(uint32 pos); uint32 getLoopStart() const { return _loopStart; } bool setPan(float pan); bool setPrivateVolume(int colume); bool setVolume(int colume); void updateVolume(); void setType(Audio::Mixer::SoundType Type); bool loadFromFile(const Common::String &filename, bool forceReload = false); void setStreaming(bool streamed, uint32 numBlocks = 0, uint32 blockSize = 0); bool applyFX(TSFXType type, float param1, float param2, float param3, float param4); //HSTREAM _stream; //HSYNC _sync; Audio::SeekableAudioStream *_stream; Audio::SoundHandle *_handle; bool _freezePaused; uint32 _loopStart; Audio::Mixer::SoundType _type; bool _looping; int32 _privateVolume; private: uint32 _startPos; Common::String _filename; bool _streamed; Common::SeekableReadStream *_file; int32 _volume; int8 _pan; }; } // End of namespace Wintermute #endif