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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
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