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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_BASE_GAME_MUSIC_H
#define WINTERMUTE_BASE_GAME_MUSIC_H
#include "common/scummsys.h"
namespace Wintermute {
#define NUM_MUSIC_CHANNELS 5
class BasePersistenceManager;
class BaseSound;
class ScStack;
class ScScript;
class BaseGame;
class BaseGameMusic {
public:
BaseGameMusic(BaseGame *gameRef);
void cleanup();
bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
bool resumeMusic(int channel);
bool setMusicStartTime(int channel, uint32 time);
bool pauseMusic(int channel);
bool stopMusic(int channel);
bool playMusic(int channel, const char *filename, bool looping = true, uint32 loopStart = 0);
bool updateMusicCrossfade();
bool persistChannels(BasePersistenceManager *persistMgr);
bool persistCrossfadeSettings(BasePersistenceManager *persistMgr);
private:
BaseGame *_gameRef;
BaseSound *_music[NUM_MUSIC_CHANNELS];
uint32 _musicStartTime[NUM_MUSIC_CHANNELS];
bool _musicCrossfadeRunning;
bool _musicCrossfadeSwap;
uint32 _musicCrossfadeStartTime;
uint32 _musicCrossfadeLength;
int32 _musicCrossfadeChannel1;
int32 _musicCrossfadeChannel2;
};
} // End of namespace Wintermute
#endif
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