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
|
/* 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_BSOUNDMGR_H
#define WINTERMUTE_BSOUNDMGR_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/Base/BBase.h"
namespace WinterMute {
class CBSoundBuffer;
class CBSoundMgr : public CBBase {
public:
float posToPan(int x, int y);
ERRORCODE resumeAll();
ERRORCODE pauseAll(bool includingMusic = true);
ERRORCODE cleanup();
//DECLARE_PERSISTENT(CBSoundMgr, CBBase);
byte getMasterVolumePercent();
ERRORCODE setMasterVolumePercent(byte percent);
byte getVolumePercent(TSoundType type);
ERRORCODE setVolumePercent(TSoundType type, byte percent);
ERRORCODE setVolume(TSoundType type, int volume);
uint32 _volumeOriginal;
int _volumeMaster;
int _volumeMusic;
int _volumeSpeech;
int _volumeSFX;
ERRORCODE removeSound(CBSoundBuffer *sound);
CBSoundBuffer *addSound(const char *filename, TSoundType type = SOUND_SFX, bool streamed = false);
ERRORCODE addSound(CBSoundBuffer *sound, TSoundType type = SOUND_SFX);
ERRORCODE initLoop();
ERRORCODE initialize();
bool _soundAvailable;
CBSoundMgr(CBGame *inGame);
virtual ~CBSoundMgr();
CBArray<CBSoundBuffer *, CBSoundBuffer *> _sounds;
void saveSettings();
};
} // end of namespace WinterMute
#endif
|