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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.
*
*/
/**
* @file
* Sound decoder used in engines:
* - cine
*/
#ifndef AUDIO_MODS_SOUNDFX_H
#define AUDIO_MODS_SOUNDFX_H
namespace Common {
class SeekableReadStream;
}
namespace Audio {
class AudioStream;
typedef byte *(*LoadSoundFxInstrumentCallback)(const char *name, uint32 *size);
/*
* Factory function for SoundFX modules. Reads all data from the
* given data stream and creates an AudioStream from this (no references to the
* stream object is kept). If loadCb is non 0, then instruments are loaded using
* it, buffers returned are free'd at the end of playback.
*/
AudioStream *makeSoundFxStream(Common::SeekableReadStream *data, LoadSoundFxInstrumentCallback loadCb, int rate = 44100, bool stereo = true);
} // End of namespace Audio
#endif
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