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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_BSOUNDBUFFER_H
#define WINTERMUTE_BSOUNDBUFFER_H
#include "engines/wintermute/Base/BBase.h"
#include "audio/mixer.h"
#include "common/stream.h"
namespace Audio {
class SeekableAudioStream;
class SoundHandle;
}
namespace WinterMute {
class CBFile;
class CBSoundBuffer : public CBBase {
public:
CBSoundBuffer(CBGame *inGame);
virtual ~CBSoundBuffer();
bool pause();
bool play(bool looping = false, uint32 startSample = 0);
bool resume();
bool stop();
bool isPlaying();
void setLooping(bool looping);
uint32 getPosition();
bool setPosition(uint32 pos);
uint32 getLength();
bool setLoopStart(uint32 pos);
uint32 getLoopStart() const {
return _loopStart;
}
bool setPan(float pan);
bool setPrivateVolume(int colume);
bool setVolume(int colume);
void updateVolume();
void setType(Audio::Mixer::SoundType Type);
bool loadFromFile(const char *filename, bool forceReload = false);
void setStreaming(bool streamed, uint32 numBlocks = 0, uint32 blockSize = 0);
bool applyFX(TSFXType type, float param1, float param2, float param3, float param4);
//HSTREAM _stream;
//HSYNC _sync;
Audio::SeekableAudioStream *_stream;
Audio::SoundHandle *_handle;
bool _freezePaused;
uint32 _loopStart;
Audio::Mixer::SoundType _type;
bool _looping;
Common::SeekableReadStream *_file;
char *_filename;
bool _streamed;
int _privateVolume;
private:
int _volume;
};
} // end of namespace WinterMute
#endif
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