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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.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BSOUND_H
#define WINTERMUTE_BSOUND_H
#include "engines/wintermute/Base/BBase.h"
#include "engines/wintermute/dctypes.h" // Added by ClassView
#include "engines/wintermute/Base/BSoundBuffer.h"
#include "engines/wintermute/persistent.h"
namespace WinterMute {
class CBSound : public CBBase {
public:
HRESULT SetPan(float Pan);
int _soundPrivateVolume;
int GetVolume();
HRESULT SetVolume(int Volume);
HRESULT SetPrivateVolume(int Volume);
HRESULT SetLoopStart(uint32 Pos);
uint32 GetPositionTime();
HRESULT SetPositionTime(uint32 Time);
bool _soundPaused;
bool _soundFreezePaused;
bool IsPlaying();
bool IsPaused();
bool _soundPlaying;
bool _soundLooping;
uint32 _soundLoopStart;
uint32 _soundPosition;
DECLARE_PERSISTENT(CBSound, CBBase)
HRESULT Resume();
HRESULT Pause(bool FreezePaused = false);
HRESULT Stop();
HRESULT Play(bool Looping = false);
uint32 GetLength();
bool _soundStreamed;
TSoundType _soundType;
char *_soundFilename;
HRESULT SetSoundSimple();
HRESULT SetSound(const char *Filename, TSoundType Type = SOUND_SFX, bool Streamed = false);
CBSound(CBGame *inGame);
virtual ~CBSound();
HRESULT ApplyFX(TSFXType Type = SFX_NONE, float Param1 = 0, float Param2 = 0, float Param3 = 0, float Param4 = 0);
private:
TSFXType _sFXType;
float _sFXParam1;
float _sFXParam2;
float _sFXParam3;
float _sFXParam4;
CBSoundBuffer *_sound;
};
} // end of namespace WinterMute
#endif
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