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engines/ags/shared/ac/dynobj/script_audio_clip.cpp
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engines/ags/shared/ac/dynobj/script_audio_clip.cpp
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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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#include "ags/shared/ac/dynobj/script_audio_clip.h"
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#include "ags/shared/util/stream.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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void ScriptAudioClip::ReadFromFile(Stream *in) {
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id = in->ReadInt32();
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scriptName.ReadCount(in, LEGACY_AUDIOCLIP_SCRIPTNAMELENGTH);
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fileName.ReadCount(in, LEGACY_AUDIOCLIP_FILENAMELENGTH);
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bundlingType = static_cast<uint8_t>(in->ReadInt8());
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type = static_cast<uint8_t>(in->ReadInt8());
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fileType = static_cast<AudioFileType>(in->ReadInt8());
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defaultRepeat = in->ReadInt8();
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in->ReadInt8(); // alignment padding to int16
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defaultPriority = in->ReadInt16();
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defaultVolume = in->ReadInt16();
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in->ReadInt16(); // alignment padding to int32
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in->ReadInt32(); // reserved
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}
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} // namespace AGS3
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