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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
* - gob
* - saga
* - scumm
* - sword1
* - sword2
* - tucker
*/
#ifndef SOUND_WAVE_H
#define SOUND_WAVE_H
#include "common/scummsys.h"
namespace Common { class SeekableReadStream; }
namespace Audio {
class AudioStream;
/**
* Try to load a WAVE from the given seekable stream. Returns true if
* successful. In that case, the stream's seek position will be set to the
* start of the audio data, and size, rate and flags contain information
* necessary for playback. Currently this function supports uncompressed
* raw PCM data, MS IMA ADPCM and MS ADPCM (uses makeADPCMStream internally).
*/
extern bool loadWAVFromStream(
Common::SeekableReadStream &stream,
int &size,
int &rate,
byte &flags,
uint16 *wavType = 0,
int *blockAlign = 0);
/**
* Try to load a WAVE from the given seekable stream and create an AudioStream
* from that data. Currently this function supports uncompressed
* raw PCM data, MS IMA ADPCM and MS ADPCM (uses makeADPCMStream internally).
*
* This function uses loadWAVFromStream() internally.
*
* @param stream the SeekableReadStream from which to read the WAVE data
* @param disposeAfterUse whether to delete the stream after use
* @param loop whether to loop the sound (infinitely)
* @return a new AudioStream, or NULL, if an error occured
*/
AudioStream *makeWAVStream(
Common::SeekableReadStream *stream,
bool disposeAfterUse = false,
bool loop = false);
} // End of namespace Audio
#endif
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