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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.
*
*/
#ifndef TOWNS_AUDIO_H
#define TOWNS_AUDIO_H
namespace Audio {
class Mixer;
}
class TownsAudioInterfaceInternal;
class TownsAudioInterfacePluginDriver {
public:
virtual ~TownsAudioInterfacePluginDriver() {}
virtual void timerCallback(int timerId) = 0;
};
class TownsAudioInterface {
public:
TownsAudioInterface(Audio::Mixer *mixer, TownsAudioInterfacePluginDriver *driver, bool externalMutexHandling = false);
~TownsAudioInterface();
bool init();
int callback(int command, ...);
void setMusicVolume(int volume);
void setSoundEffectVolume(int volume);
// Defines the channels used as sound effect channels for the purpose of ScummVM GUI volume control.
// The first 6 bits are the 6 fm channels. The next 8 bits are pcm channels.
void setSoundEffectChanMask(int mask);
private:
TownsAudioInterfaceInternal *_intf;
};
#endif
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