/* 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. * * $URL$ * $Id$ * */ /* Sound decoder used in engines: * sword1 (PSX port of the game) * sword2 (PSX port of the game) */ #ifndef SOUND_VAG_H #define SOUND_VAG_H #include "sound/audiostream.h" #include "common/stream.h" namespace Audio { class VagStream : public Audio::AudioStream { public: VagStream(Common::SeekableReadStream *stream, bool loop = false, int rate = 11025); ~VagStream(); bool isStereo() const { return false; } bool endOfData() const { return _stream->pos() == _stream->size(); } int getRate() const { return _rate; } int readBuffer(int16 *buffer, const int numSamples); void rewind(); private: Common::SeekableReadStream *_stream; bool _loop; byte _predictor; double _samples[28]; byte _samplesRemaining; int _rate; double _s1, _s2; }; } // End of namespace Sword1 #endif