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
88
89
90
91
92
93
94
95
96
|
/* 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.
*
*/
/*
* This code is based on Labyrinth of Time code with assistance of
*
* Copyright (c) 1993 Terra Nova Development
* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
*
*/
#ifndef LAB_MUSIC_H
#define LAB_MUSIC_H
#include "audio/mixer.h"
namespace Common {
class File;
}
namespace Lab {
class LabEngine;
//---------------------------
//----- From LabMusic.c -----
//---------------------------
#define MAXBUFFERS 5
class Music {
private:
LabEngine *_vm;
Common::File *_musicFile;
uint32 _storedPos;
Audio::SoundHandle _musicHandle;
Audio::SoundHandle _sfxHandle;
private:
byte getSoundFlags();
public:
Music(LabEngine *vm);
/**
* Changes the background music to something else.
*/
void changeMusic(const Common::String filename, bool storeCurPos, bool seektoStoredPos);
void resetMusic(bool seekToStoredPos);
/**
* Checks the music that should be playing in a particular room.
*/
void checkRoomMusic(uint16 prevRoom, uint16 newRoom);
/**
* Frees up the music buffers and closes the file.
*/
void freeMusic();
bool isSoundEffectActive() const;
void playSoundEffect(uint16 sampleSpeed, uint32 length, bool loop, Common::File *dataFile);
/**
* Reads in a sound effect file. Ignores any graphics.
*/
void loadSoundEffect(const Common::String filename, bool loop, bool waitTillFinished);
void stopSoundEffect();
};
} // End of namespace Lab
#endif // LAB_MUSIC_H
|