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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.
*
* $URL$
* $Id$
*
*/
/* Sound decoder used in engines:
* sword1 (PSX port of the game)
* sword2 (PSX port of the game)
*/
#ifndef SOUND_VAG_H
#define SOUND_VAG_H
#include "sound/audiostream.h"
#include "common/stream.h"
namespace Audio {
class VagStream : public Audio::AudioStream {
public:
VagStream(Common::SeekableReadStream *stream, bool loop = false);
~VagStream();
bool isStereo() const { return false; }
bool endOfData() const { return _stream->pos() == _stream->size(); }
int getRate() const { return 11025; }
int readBuffer(int16 *buffer, const int numSamples);
void rewind();
private:
Common::SeekableReadStream *_stream;
bool _loop;
byte _predictor;
double _samples[28];
byte _samplesRemaining;
double _s1, _s2;
};
} // End of namespace Sword1
#endif
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