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engines/hpl1/engine/sound/MusicHandler.h
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130
engines/hpl1/engine/sound/MusicHandler.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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_MUSICHANDLER_H
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#define HPL_MUSICHANDLER_H
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#include "common/list.h"
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#include "hpl1/engine/system/SystemTypes.h"
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namespace hpl {
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class iLowLevelSound;
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class iSoundChannel;
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////////////////////////////////////////////////////
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//////////// MUSIC LOCK ///////////////////////////
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////////////////////////////////////////////////////
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class cMusicLock {
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public:
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cMusicLock() : msFileName(""), mfVolume(0) {}
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tString msFileName;
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float mfVolume;
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bool mbLoop;
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};
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////////////////////////////////////////////////////
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//////////// MUSIC ENTRY ///////////////////////////
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////////////////////////////////////////////////////
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class cMusicEntry {
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public:
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cMusicEntry() : msFileName(""), mpStream(NULL), mfMaxVolume(1),
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mfVolume(0), mfVolumeAdd(0.01f) {}
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tString msFileName;
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iSoundChannel *mpStream;
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float mfMaxVolume;
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float mfVolume;
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float mfVolumeAdd;
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bool mbLoop;
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};
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typedef Common::List<cMusicEntry *> tMusicEntryList;
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typedef tMusicEntryList::iterator tMusicEntryListIt;
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////////////////////////////////////////////////////
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//////////// MUSIC HANDLER ///////////////////////
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////////////////////////////////////////////////////
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class cResources;
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class cMusicHandler {
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public:
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cMusicHandler(iLowLevelSound *apLowLevelSound, cResources *apResources);
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~cMusicHandler();
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/**
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* Play a song. Playing a song that is already playing updates it's properties.
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* \param asFileName file to be played
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* \param afVolume volume to be played at
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* \param afFadeStepSize volume increse/decrease per app step when fading to new volume.
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* \param abLoop If the music should be looped or not.
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* \return
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*/
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bool Play(const tString &asFileName, float afVolume, float afFadeStepSize, bool abLoop);
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/**
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* Stop playing the current music.
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* \param afFadeStepSize volume increse/decrease per app step when fading volume to 0.
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*/
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void Stop(float afFadeStepSize);
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void Pause();
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void Resume();
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/**
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* No more music can be played when locked. Latest song that has been tried to be palyed is saved in lock.
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* \param apLock
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*/
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void Lock(cMusicLock *apLock);
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/**
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* Remove lock.
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*/
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void UnLock();
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tString GetCurrentSongName();
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float GetCurrentSongVolume();
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cMusicEntry *GetCurrentSong();
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void Update(float afTimeStep);
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private:
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iLowLevelSound *mpLowLevelSound;
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cResources *mpResources;
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tMusicEntryList mlstFadingSongs;
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cMusicEntry *mpMainSong;
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cMusicLock *mpLock;
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bool mbIsPaused;
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bool LoadAndStart(const tString &asFileName, cMusicEntry *apSong, float afVolume, bool abLoop);
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};
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} // namespace hpl
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#endif // HPL_MUSICHANDLER_H
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