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/* 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.
 *
 * $URL$
 * $Id$
 *
 */

/**
 * @file
 * Sound decoder used in engines:
 * - sword1 (PSX port of the game)
 * - sword2 (PSX port of the game)
 * - tinsel (PSX port of the game)
 */

#ifndef SOUND_VAG_H
#define SOUND_VAG_H

namespace Common {
class SeekableReadStream;
}

namespace Audio {

class RewindableAudioStream;

/**
 * Takes an input stream containing Vag sound data and creates
 * an RewindableAudioStream from that.
 *
 * @param stream            the SeekableReadStream from which to read the ADPCM data
 * @param rate              the sampling rate
 * @return   a new RewindableAudioStream, or NULL, if an error occurred
 */
RewindableAudioStream *makeVagStream(
	Common::SeekableReadStream *stream,
	int rate = 11025);

} // End of namespace Sword1

#endif