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/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* /scummvm/scummvm/scumm/player_v3a.h
*
*/
#ifndef SCUMM_MUSIC_H
#define SCUMM_MUSIC_H
#include "common/scummsys.h"
#include "common/system.h"
/**
* Pure virtual base class for the various music/sound engines used in Scumm
* games. In particular, the iMuse code provides a subclass of this. There are
* several other subclasses providing music and sound capabilities for
* several Scumm games.
* Having this base class for all music engines allows uniform access to the
* core music/sound functionality, thus simplifying the client code.
*
* Instantiated by class Scumm.
*/
class MusicEngine {
public:
virtual ~MusicEngine() {}
/**
* Set the output volume.
* @param vol the new output volume
*/
virtual void setMasterVolume(int vol) = 0;
/**
* Start playing the sound with the given id.
* @param sound the sound to start
*/
virtual void startSound(int sound) = 0;
/**
* Stop playing the sound with the given id.
* @param sound the sound to stop
*/
virtual void stopSound(int sound) = 0;
/**
* Start playing all currently playing sounds.
*/
virtual void stopAllSounds() = 0;
/**
* Query the status of the sound with the given id. Usually this is just
* a boolean telling us whether the sound is playing or not.
* @param sound the sound to for which we want the status
* @return the status of the specified sound
*/
virtual int getSoundStatus(int sound) const = 0;
/**
* Get the value of the music timer. Used for synchronising scripts with
* the music/sound.
* @return the music timer
*/
virtual int getMusicTimer() const { return 0; }
/**
* Terminate the music engine. Called just before the music engine
* is deleted.
*/
virtual void terminate() {}
};
#endif
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