blob: 75cf06e931aeb29b7d01e3407b3e4735e792e204 (
plain)
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
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
|
/* 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 TITANIC_SOUND_MANAGER_H
#define TITANIC_SOUND_MANAGER_H
#include "titanic/support/simple_file.h"
namespace Titanic {
class SoundManager {
protected:
double _musicPercent;
double _speechPercent;
double _masterPercent;
double _parrotPercent;
int _field14;
public:
SoundManager();
virtual ~SoundManager() {}
/**
* Loads a sound
* @param name Name of sound resource
* @returns Loaded sound handle
*/
virtual int loadSound(const CString &name) { return 0; }
virtual int proc4() const { return 0; }
virtual int proc5() const { return 0; }
virtual void proc6() = 0;
virtual void proc7() = 0;
virtual void proc8(int v) = 0;
virtual void proc9() {}
virtual void proc10() = 0;
virtual void proc11() = 0;
virtual void proc12() {}
virtual void proc13() {}
virtual bool proc14() = 0;
virtual bool isActive(int handle) const { return false; }
virtual int proc16() const { return 0; }
virtual void WaveMixPump() {}
virtual int proc18() const { return 0; }
virtual void setMusicPercent(double percent) { _musicPercent = percent; }
virtual void setSpeechPercent(double percent) { _speechPercent = percent; }
virtual void setMasterPercent(double percent) { _masterPercent = percent; }
virtual void setParrotPercent(double percent) { _parrotPercent = percent; }
/**
* Called when a game is about to be loaded
*/
virtual void preLoad() { proc10(); }
/**
* Load the data for the class from file
*/
void load(SimpleFile *file) {}
/**
* Called after loading of a game is completed
*/
virtual void postLoad() {}
/**
* Called when a game is about to be saved
*/
virtual void preSave() {}
/**
* Save the data for the class to file
*/
void save(SimpleFile *file) const {}
/**
* Called after saving is complete
*/
virtual void postSave() {}
virtual void proc29() {}
};
class QSoundManager : public SoundManager {
public:
int _field18;
int _field1C;
int _field4A0[16];
public:
QSoundManager();
/**
* Loads a sound
* @param name Name of sound resource
* @returns Loaded sound handle
*/
virtual int loadSound(const CString &name);
virtual int proc4();
virtual int proc5();
virtual void proc6();
virtual void proc7();
virtual void proc8(int v);
virtual void proc9();
virtual void proc10();
virtual void proc11();
virtual void proc12();
virtual void proc13();
virtual bool proc14();
virtual bool isActive(int handle) const;
virtual int proc16();
virtual void WaveMixPump();
virtual int proc18() const;
virtual void proc19(int v);
virtual void proc20(int v);
virtual void proc21(int v);
virtual void proc29();
virtual void proc30();
};
} // End of namespace Titanic
#endif /* TITANIC_QSOUND_MANAGER_H */
|