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engines/neverhood/sound.h
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294
engines/neverhood/sound.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 NEVERHOOD_SOUND_H
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#define NEVERHOOD_SOUND_H
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#include "audio/audiostream.h"
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#include "common/array.h"
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#include "neverhood/resourceman.h"
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namespace Common {
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class SeekableReadStream;
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}
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namespace Audio {
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class SoundHandle;
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}
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namespace Neverhood {
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class NeverhoodEngine;
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class AudioResourceManSoundItem;
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class AudioResourceManMusicItem;
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class SoundResource {
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public:
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SoundResource(NeverhoodEngine *vm);
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~SoundResource();
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bool isPlaying();
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void load(uint32 fileHash);
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void unload();
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void play(uint32 fileHash);
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void play();
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void playLooping();
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void stop();
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void setVolume(int16 volume);
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void setPan(int16 pan);
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protected:
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NeverhoodEngine *_vm;
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int16 _soundIndex;
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AudioResourceManSoundItem *getSoundItem();
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};
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class MusicResource {
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public:
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MusicResource(NeverhoodEngine *vm);
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bool isPlaying();
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void load(uint32 fileHash);
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void unload();
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void play(int16 fadeVolumeStep);
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void stop(int16 fadeVolumeStep);
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void setVolume(int16 volume);
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protected:
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NeverhoodEngine *_vm;
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int16 _musicIndex;
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AudioResourceManMusicItem *getMusicItem();
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};
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class MusicItem {
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public:
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MusicItem(NeverhoodEngine *vm, uint32 groupNameHash, uint32 musicFileHash);
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~MusicItem();
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void startMusic(int16 countdown, int16 fadeVolumeStep);
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void stopMusic(int16 countdown, int16 fadeVolumeStep);
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void update();
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uint32 getGroupNameHash() const { return _groupNameHash; }
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uint32 getFileHash() const { return _fileHash; }
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protected:
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NeverhoodEngine *_vm;
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uint32 _groupNameHash;
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uint32 _fileHash;
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bool _play;
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bool _stop;
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int16 _fadeVolumeStep;
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int16 _countdown;
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MusicResource *_musicResource;
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};
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class SoundItem {
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public:
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SoundItem(NeverhoodEngine *vm, uint32 groupNameHash, uint32 soundFileHash,
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bool playOnceAfterRandomCountdown, int16 minCountdown, int16 maxCountdown,
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bool playOnceAfterCountdown, int16 initialCountdown, bool playLooping, int16 currCountdown);
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~SoundItem();
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void setSoundParams(bool playOnceAfterRandomCountdown, int16 minCountdown, int16 maxCountdown,
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int16 firstMinCountdown, int16 firstMaxCountdown);
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void playSoundLooping();
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void stopSound();
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void setVolume(int volume);
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void update();
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void setPlayOnceAfterCountdown(bool playOnceAfterCountdown) { _playOnceAfterCountdown = playOnceAfterCountdown; }
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uint32 getGroupNameHash() const { return _groupNameHash; }
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uint32 getFileHash() const { return _fileHash; }
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int16 getCurrCountdown() const { return _currCountdown; }
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protected:
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NeverhoodEngine *_vm;
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uint32 _groupNameHash;
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uint32 _fileHash;
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bool _playOnceAfterRandomCountdown;
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int16 _minCountdown;
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int16 _maxCountdown;
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bool _playOnceAfterCountdown;
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int16 _initialCountdown;
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bool _playLooping;
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int16 _currCountdown;
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SoundResource *_soundResource;
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};
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class SoundMan {
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public:
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SoundMan(NeverhoodEngine *vm);
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~SoundMan();
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void stopAllMusic();
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void stopAllSounds();
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// Music
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void addMusic(uint32 groupNameHash, uint32 musicFileHash);
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void deleteMusic(uint32 musicFileHash);
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void startMusic(uint32 musicFileHash, int16 countdown, int16 fadeVolumeStep);
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void stopMusic(uint32 musicFileHash, int16 countdown, int16 fadeVolumeStep);
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// Sound
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void addSound(uint32 groupNameHash, uint32 soundFileHash);
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void addSoundList(uint32 groupNameHash, const uint32 *soundFileHashList);
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void deleteSound(uint32 soundFileHash);
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void setSoundParams(uint32 soundFileHash, bool playOnceAfterRandomCountdown,
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int16 minCountdown, int16 maxCountdown, int16 firstMinCountdown, int16 firstMaxCountdown);
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void setSoundListParams(const uint32 *soundFileHashList, bool playOnceAfterRandomCountdown,
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int16 minCountdown, int16 maxCountdown, int16 firstMinCountdown, int16 firstMaxCountdown);
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void playSoundLooping(uint32 soundFileHash);
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void stopSound(uint32 soundFileHash);
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void setSoundVolume(uint32 soundFileHash, int volume);
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// Misc
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void update();
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void deleteGroup(uint32 groupNameHash);
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void deleteMusicGroup(uint32 groupNameHash);
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void deleteSoundGroup(uint32 groupNameHash);
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void playTwoSounds(uint32 groupNameHash, uint32 soundFileHash1, uint32 soundFileHash2, int16 initialCountdown);
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void playSoundThree(uint32 groupNameHash, uint32 soundFileHash);
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void setTwoSoundsPlayFlag(bool playOnceAfterCountdown);
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void setSoundThreePlayFlag(bool playOnceAfterCountdown);
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protected:
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NeverhoodEngine *_vm;
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// TODO Find out what these special sounds are used for (door sounds?)
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int _soundIndex1, _soundIndex2;
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int16 _initialCountdown;
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bool _playOnceAfterCountdown;
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int _soundIndex3;
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int16 _initialCountdown3;
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bool _playOnceAfterCountdown3;
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Common::Array<MusicItem*> _musicItems;
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Common::Array<SoundItem*> _soundItems;
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MusicItem *getMusicItemByHash(uint32 musicFileHash);
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SoundItem *getSoundItemByHash(uint32 soundFileHash);
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int16 addMusicItem(MusicItem *musicItem);
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int16 addSoundItem(SoundItem *soundItem);
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void deleteSoundByIndex(int index);
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};
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class NeverhoodAudioStream : public Audio::AudioStream {
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public:
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NeverhoodAudioStream(int rate, byte shiftValue, bool isLooping, DisposeAfterUse::Flag disposeStream, Common::SeekableReadStream *stream);
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~NeverhoodAudioStream() override;
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int readBuffer(int16 *buffer, const int numSamples) override;
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bool isStereo() const override { return _isStereo; }
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bool endOfData() const override { return _endOfData; }
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int getRate() const override { return _rate; }
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private:
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const int _rate;
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const bool _isLooping;
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const bool _isStereo;
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const byte _shiftValue;
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const bool _isCompressed;
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int16 _prevValue;
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Common::DisposablePtr<Common::SeekableReadStream> _stream;
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bool _endOfData;
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byte *_buffer;
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enum {
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kSampleBufferLength = 2048
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};
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int fillBuffer(int maxSamples);
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};
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// TODO Rename these
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class AudioResourceManSoundItem {
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public:
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AudioResourceManSoundItem(NeverhoodEngine *vm, uint32 fileHash);
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~AudioResourceManSoundItem();
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void loadSound();
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void unloadSound();
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void setVolume(int16 volume);
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void setPan(int16 pan);
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void playSound(bool looping);
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void stopSound();
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bool isPlaying();
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protected:
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NeverhoodEngine *_vm;
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uint32 _fileHash;
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ResourceHandle _resourceHandle;
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const byte *_data;
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bool _isLoaded;
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bool _isPlaying;
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int16 _volume;
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int16 _panning;
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Audio::SoundHandle *_soundHandle;
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};
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class AudioResourceManMusicItem {
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public:
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AudioResourceManMusicItem(NeverhoodEngine *vm, uint32 fileHash);
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~AudioResourceManMusicItem();
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void playMusic(int16 fadeVolumeStep);
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void stopMusic(int16 fadeVolumeStep);
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void unloadMusic();
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void setVolume(int16 volume);
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void restart();
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void update();
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bool isPlaying() const { return _isPlaying; }
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bool canRestart() const { return _canRestart; }
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bool isTerminated() const { return _terminate; }
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uint32 getFileHash() const { return _fileHash; }
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protected:
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NeverhoodEngine *_vm;
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uint32 _fileHash;
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bool _isPlaying;
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bool _canRestart;
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bool _terminate;
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int16 _volume;
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int16 _panning;
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bool _start;
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bool _isFadingIn;
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bool _isFadingOut;
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int16 _fadeVolume;
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int16 _fadeVolumeStep;
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Audio::SoundHandle *_soundHandle;
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};
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class AudioResourceMan {
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public:
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AudioResourceMan(NeverhoodEngine *vm);
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~AudioResourceMan();
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void stopAllMusic();
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void stopAllSounds();
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int16 addSound(uint32 fileHash);
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void removeSound(int16 soundIndex);
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int16 loadMusic(uint32 fileHash);
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void updateMusic();
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AudioResourceManSoundItem *getSoundItem(int16 index);
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AudioResourceManMusicItem *getMusicItem(int16 index);
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protected:
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NeverhoodEngine *_vm;
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Common::Array<AudioResourceManMusicItem*> _musicItems;
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Common::Array<AudioResourceManSoundItem*> _soundItems;
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int16 addSoundItem(AudioResourceManSoundItem *soundItem);
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};
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} // End of namespace Neverhood
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#endif /* NEVERHOOD_SOUND_H */
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