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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_SOUND_H
#define WINTERMUTE_BASE_SOUND_H
#include "engines/wintermute/base/base.h"
#include "engines/wintermute/dctypes.h" // Added by ClassView
#include "engines/wintermute/persistent.h"
#include "audio/mixer.h"
namespace Wintermute {
class BaseSoundBuffer;
class BaseSound : public BaseClass {
public:
bool setPan(float pan);
int getVolume();
int getVolumePercent();
bool setVolumePercent(int percent);
bool setVolume(int volume);
bool setPrivateVolume(int volume);
bool setLoopStart(uint32 pos);
uint32 getPositionTime();
bool setPositionTime(uint32 time);
bool isPlaying();
bool isPaused();
DECLARE_PERSISTENT(BaseSound, BaseClass)
bool resume();
bool pause(bool freezePaused = false);
bool stop();
bool play(bool looping = false);
uint32 getLength();
const char *getFilename() { return _soundFilename.c_str(); }
bool setSoundSimple();
bool setSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false);
BaseSound(BaseGame *inGame);
virtual ~BaseSound();
bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0);
private:
Common::String _soundFilename;
bool _soundStreamed;
Audio::Mixer::SoundType _soundType;
int32 _soundPrivateVolume;
uint32 _soundLoopStart;
uint32 _soundPosition;
bool _soundPlaying;
bool _soundLooping;
bool _soundPaused;
bool _soundFreezePaused;
TSFXType _sFXType;
float _sFXParam1;
float _sFXParam2;
float _sFXParam3;
float _sFXParam4;
BaseSoundBuffer *_sound;
};
} // End of namespace Wintermute
#endif
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