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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:
 *  - 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