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engines/ags/engine/ac/global_audio.h
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81
engines/ags/engine/ac/global_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 AGS_ENGINE_AC_GLOBAL_AUDIO_H
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#define AGS_ENGINE_AC_GLOBAL_AUDIO_H
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#include "ags/engine/ac/speech.h"
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namespace AGS3 {
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void StopAmbientSound(int channel);
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void PlayAmbientSound(int channel, int sndnum, int vol, int x, int y);
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int IsChannelPlaying(int chan);
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int IsSoundPlaying();
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// returns -1 on failure, channel number on success
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int PlaySoundEx(int val1, int channel);
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void StopAllSounds(int evenAmbient);
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void PlayMusicResetQueue(int newmus);
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void SeekMIDIPosition(int position);
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int GetMIDIPosition();
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int IsMusicPlaying();
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int PlayMusicQueued(int musnum);
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void scr_StopMusic();
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void SeekMODPattern(int patnum);
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void SeekMP3PosMillis(int posn);
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int GetMP3PosMillis();
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void SetMusicVolume(int newvol);
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void SetMusicMasterVolume(int newvol);
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void SetSoundVolume(int newvol);
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void SetChannelVolume(int chan, int newvol);
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void SetDigitalMasterVolume(int newvol);
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int GetCurrentMusic();
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void SetMusicRepeat(int loopflag);
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void PlayMP3File(const char *filename);
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void PlaySilentMIDI(int mnum);
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void SetSpeechVolume(int newvol);
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void SetVoiceMode(int newmod);
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int GetVoiceMode();
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int IsVoxAvailable();
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int IsMusicVoxAvailable();
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struct CharacterInfo;
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struct ScriptAudioChannel;
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// Starts voice-over playback and returns audio channel it is played on;
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// as_speech flag determines whether engine should apply speech-related logic
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// as well, such as temporary volume reduction.
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ScriptAudioChannel *PlayVoiceClip(CharacterInfo *ch, int sndid, bool as_speech);
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//=============================================================================
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// Play voice-over for the active blocking speech and initialize relevant data
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bool play_voice_speech(int charid, int sndid);
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// Play voice-over clip in non-blocking manner
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bool play_voice_nonblocking(int charid, int sndid, bool as_speech);
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// Stop voice-over for the active speech and reset relevant data
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void stop_voice_speech();
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// Stop non-blocking voice-over and revert audio volumes if necessary
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void stop_voice_nonblocking();
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} // namespace AGS3
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#endif
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