1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
/* 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.
*
* $URL$
* $Id$
*
*/
#ifndef GOB_SOUND_SOUNDDESC_H
#define GOB_SOUND_SOUNDDESC_H
#include "common/endian.h"
namespace Gob {
class Resource;
enum SoundType {
SOUND_SND,
SOUND_WAV,
SOUND_ADL
};
class SoundDesc {
public:
int16 _repCount;
int16 _frequency;
int16 _flag;
int16 _id;
byte _mixerFlags;
byte *getData() { return _dataPtr; }
uint32 size() const { return _size; }
bool empty() const { return !_dataPtr; }
SoundType getType() const { return _type; }
bool isId(int16 id) const { return _dataPtr && (_id == id); }
void set(SoundType type, byte *data, uint32 dSize);
void set(SoundType type, Resource *resource);
bool load(SoundType type, byte *data, uint32 dSize);
bool load(SoundType type, Resource *resource);
void free();
void convToSigned();
// Which fade out length to use when the fade starts half-way through?
int16 calcFadeOutLength(int16 frequency);
uint32 calcLength(int16 repCount, int16 frequency, bool fade);
SoundDesc();
~SoundDesc();
private:
Resource *_resource;
byte *_data;
byte *_dataPtr;
uint32 _size;
SoundType _type;
bool loadSND(byte *data, uint32 dSize);
bool loadWAV(byte *data, uint32 dSize);
bool loadADL(byte *data, uint32 dSize);
};
} // End of namespace Gob
#endif // GOB_SOUND_SOUNDDESC_H
|