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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_SOUNDMGR_H
#define WINTERMUTE_BASE_SOUNDMGR_H
#include "engines/wintermute/coll_templ.h"
#include "engines/wintermute/base/base.h"
#include "audio/mixer.h"
#include "common/array.h"
namespace Wintermute {
class BaseSoundBuffer;
class BaseSoundMgr : public BaseClass {
public:
float posToPan(int x, int y);
bool resumeAll();
bool pauseAll(bool includingMusic = true);
bool cleanup();
//DECLARE_PERSISTENT(BaseSoundMgr, BaseClass);
byte getMasterVolumePercent();
byte getMasterVolume();
bool setMasterVolumePercent(byte percent);
byte getVolumePercent(Audio::Mixer::SoundType type);
bool setVolumePercent(Audio::Mixer::SoundType type, byte percent);
bool setVolume(Audio::Mixer::SoundType type, int volume);
int32 _volumeMaster;
bool removeSound(BaseSoundBuffer *sound);
BaseSoundBuffer *addSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false);
bool addSound(BaseSoundBuffer *sound, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType);
bool initialize();
bool _soundAvailable;
BaseSoundMgr(BaseGame *inGame);
virtual ~BaseSoundMgr();
Common::Array<BaseSoundBuffer *> _sounds;
void saveSettings();
private:
int32 _volumeMasterPercent; // Necessary to avoid round-offs.
bool setMasterVolume(byte percent);
};
} // end of namespace Wintermute
#endif
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