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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 BLADERUNNER_AUDIO_MIXER_H
#define BLADERUNNER_AUDIO_MIXER_H
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "common/mutex.h"
namespace BladeRunner {
class BladeRunnerEngine;
class AudioMixer {
static const int kAudioMixerChannels = 9;
struct Channel {
bool isPresent;
int priority;
bool loop;
Audio::SoundHandle handle;
Audio::AudioStream *stream;
float volume;
float volumeDelta;
float volumeTarget;
float pan;
float panDelta;
float panTarget;
void (*endCallback)(int channel, void *data);
void *callbackData;
};
BladeRunnerEngine *_vm;
Channel _channels[kAudioMixerChannels];
Common::Mutex _mutex;
public:
AudioMixer(BladeRunnerEngine *vm);
~AudioMixer();
int playStream(Audio::Mixer::SoundType type, Audio::RewindableAudioStream *stream, int priority, bool loop, int volume, int pan, void(*onEndCallback)(int, void *), void *callbackData);
void stop(int channel, int delay);
void adjustVolume(int channel, int newVolume, int time);
void adjustPan(int channel, int newPan, int time);
void resume(int channel, int delay);
void pause(int channel, int delay);
private:
bool isActive(int channel);
void tick();
static void timerCallback(void *refCon);
};
} // End of namespace BladeRunner
#endif
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