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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.
*
* $URL$
* $Id$
*
*/
/**
* @file
* Sound decoder used in engines:
* - agos
* - kyra
* - m4
* - queen
* - saga
* - scumm
* - sword1
* - sword2
* - touche
* - tucker
*/
#ifndef SOUND_FLAC_H
#define SOUND_FLAC_H
#include "common/scummsys.h"
#ifdef USE_FLAC
namespace Common {
class SeekableReadStream;
}
namespace Audio {
class AudioStream;
/**
* Create a new AudioStream from the FLAC data in the given stream.
* Allows for looping (which is why we require a SeekableReadStream),
* and specifying only a portion of the data to be played, based
* on time offsets.
*
* @param stream the SeekableReadStream from which to read the FLAC data
* @param disposeAfterUse whether to delete the stream after use
* @param startTime the (optional) time offset in milliseconds from which to start playback
* @param duration the (optional) time in milliseconds specifying how long to play
* @param numLoops how often the data shall be looped (0 = infinite)
* @return a new AudioStream, or NULL, if an error occured
*/
AudioStream *makeFlacStream(
Common::SeekableReadStream *stream,
bool disposeAfterUse,
uint32 startTime = 0,
uint32 duration = 0,
uint numLoops = 1);
} // End of namespace Audio
#endif // #ifdef USE_FLAC
#endif // #ifndef SOUND_FLAC_H
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