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engines/scumm/music.h
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127
engines/scumm/music.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 SCUMM_MUSIC_H
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#define SCUMM_MUSIC_H
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#include "common/serializer.h"
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#include "common/scummsys.h"
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namespace Scumm {
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/**
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* Pure virtual base class for the various music/sound engines used in Scumm
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* games. In particular, the iMuse code provides a subclass of this. There are
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* several other subclasses providing music and sound capabilities for
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* several Scumm games.
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* Having this base class for all music engines allows uniform access to the
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* core music/sound functionality, thus simplifying the client code.
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*
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* Instantiated by class Scumm.
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*/
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class MusicEngine : public Common::Serializable {
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public:
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~MusicEngine() override {}
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/**
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* Set the output volume for music.
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* Also used, if the inheriting class doesn't
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* distinguish between music and sfx.
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* @param vol the new output volume
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*/
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virtual void setMusicVolume(int vol) = 0;
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/**
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* Set the output volume for sound effects.
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* No need to implement this in the inheriting
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* class if it doesn't distinguish between
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* music and sfx.
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* @param vol the new output volume
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*/
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virtual void setSfxVolume(int vol) {}
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/**
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* Start playing the sound with the given id.
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* @param sound the sound to start
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*/
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virtual void startSound(int sound) = 0;
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/**
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* Start playing the sound with the given id and track id.
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* @param sound the sound to start
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* @param track the track to start
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*/
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virtual void startSoundWithTrackID(int sound, int track) { startSound(sound); }
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/**
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* Stop playing the sound with the given id.
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* @param sound the sound to stop
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*/
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virtual void stopSound(int sound) = 0;
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/**
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* Start playing all currently playing sounds.
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*/
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virtual void stopAllSounds() = 0;
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/**
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* Query the status of the sound with the given id. Usually this is just
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* a boolean telling us whether the sound is playing or not.
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* @param sound the sound to for which we want the status
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* @return the status of the specified sound
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*/
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virtual int getSoundStatus(int sound) const = 0;
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/**
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* Get the value of the music timer. Used for synchronising scripts with
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* the music/sound.
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* @return the music timer
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*/
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virtual int getMusicTimer() { return 0; }
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/**
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* Set sound quality if applicable (used for Macintosh sound)
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* @param qual quality setting (range and meaning are specific to the respective player)
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*/
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virtual void setQuality(int qual) {}
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/**
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* Notify player that the sound is supposed to be enabled/disabled (used for Macintosh sound)
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*/
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virtual void toggleMusic(bool enable) {}
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virtual void toggleSoundEffects(bool enable) {}
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/**
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* Save or load the music state.
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*/
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void saveLoadWithSerializer(Common::Serializer &ser) override {}
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/**
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* Performs necessary post-load operations on the sound engine, like restarting of music
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* tracks or looping pcm sounds. Some targets get this done via scripts but others don't.
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* Currently, this is used for FM-Towns and Mac.
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*/
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virtual void restoreAfterLoad() {}
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};
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} // End of namespace Scumm
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#endif
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