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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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_FMODRESOURCE_H
#define SWORD25_FMODRESOURCE_H
// -----------------------------------------------------------------------------
// Includes
// -----------------------------------------------------------------------------
#include "sword25/kernel/common.h"
#include "sword25/kernel/resource.h"
// -----------------------------------------------------------------------------
// Forward Declarations
// -----------------------------------------------------------------------------
class BS_FMODExChannel;
struct FMOD_SOUND;
struct FMOD_SYSTEM;
// -----------------------------------------------------------------------------
// Klassendefinition
// -----------------------------------------------------------------------------
class BS_FMODExResource : public BS_Resource {
public:
BS_FMODExResource(const std::string &FileName, FMOD_SYSTEM *FMOD, bool &Success);
virtual ~BS_FMODExResource();
BS_FMODExChannel *StartSound(FMOD_SYSTEM *FMOD);
private:
FMOD_SOUND *m_SoundPtr;
char *m_SoundDataPtr;
uint m_SoundDataSize;
};
#endif
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