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81
audio/softsynth/fmtowns_pc98/sega_audio.h
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81
audio/softsynth/fmtowns_pc98/sega_audio.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef SEGA_AUDIO_H
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#define SEGA_AUDIO_H
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#include "common/scummsys.h"
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namespace Audio {
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class Mixer;
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}
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class SegaAudioInterfaceInternal;
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class SegaAudioPluginDriver {
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public:
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virtual ~SegaAudioPluginDriver() {}
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virtual void timerCallback60Hz() {}
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virtual void timerCallbackA() {}
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virtual void timerCallbackB() {}
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};
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class SegaAudioInterface {
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public:
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SegaAudioInterface(Audio::Mixer *mixer, SegaAudioPluginDriver *driver);
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~SegaAudioInterface();
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bool init();
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void reset();
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void loadPCMData(uint16 address, const uint8 *data, uint16 dataSize);
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void playPCMChannel(uint8 channel, uint8 dataStart, uint16 loopStart, uint16 rate, uint8 pan, uint8 env);
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void stopPCMChannel(uint8 channel);
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void writeReg(uint8 part, uint8 regAddress, uint8 value);
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uint8 readReg(uint8 part, uint8 regAddress);
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void psgWrite(uint8 data);
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void setMusicVolume(int volume);
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void setSoundEffectVolume(int volume);
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// Defines the channels used as sound effect channels for the purpose of ScummVM GUI volume control.
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// The first 6 bits are 6 fm channels. The next 3 bits are psg channels. The bits that follow represent pcm channels.
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void setSoundEffectChanMask(int mask);
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class MutexLock {
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friend class SegaAudioInterface;
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public:
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~MutexLock();
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private:
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MutexLock(SegaAudioInterfaceInternal *saii, int reverse = 0);
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SegaAudioInterfaceInternal *_saii;
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int _count;
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};
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MutexLock stackLockMutex();
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MutexLock stackUnlockMutex();
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private:
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SegaAudioInterfaceInternal *_internal;
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};
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#endif
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