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engines/gob/sound/sounddesc.h
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90
engines/gob/sound/sounddesc.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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* This file is dual-licensed.
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* In addition to the GPLv3 license mentioned above, this code is also
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* licensed under LGPL 2.1. See LICENSES/COPYING.LGPL file for the
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* full text of the license.
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*
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*/
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#ifndef GOB_SOUND_SOUNDDESC_H
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#define GOB_SOUND_SOUNDDESC_H
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#include "common/endian.h"
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namespace Gob {
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class Resource;
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enum SoundType {
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SOUND_SND,
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SOUND_WAV,
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SOUND_ADL
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};
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class SoundDesc {
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public:
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int16 _repCount;
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int16 _frequency;
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int16 _flag;
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int16 _id;
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byte _mixerFlags;
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SoundDesc();
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~SoundDesc();
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void swap(SoundDesc &desc);
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byte *getData() { return _dataPtr; }
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uint32 size() const { return _size; }
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bool empty() const { return !_dataPtr; }
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SoundType getType() const { return _type; }
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bool isId(int16 id) const { return _dataPtr && (_id == id); }
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void set(SoundType type, byte *data, uint32 dSize);
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bool load(SoundType type, byte *data, uint32 dSize);
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bool load(SoundType type, Resource *resource);
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void free();
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void convToSigned();
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// Which fade out length to use when the fade starts half-way through?
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int16 calcFadeOutLength(int16 frequency);
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uint32 calcLength(int16 repCount, int16 frequency, bool fade);
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private:
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Resource *_resource;
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byte *_data;
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byte *_dataPtr;
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uint32 _size;
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SoundType _type;
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bool loadSND(byte *data, uint32 dSize);
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bool loadWAV(byte *data, uint32 dSize);
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bool loadADL(byte *data, uint32 dSize);
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};
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} // End of namespace Gob
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#endif // GOB_SOUND_SOUNDDESC_H
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