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engines/stark/resources/sound.h
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128
engines/stark/resources/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 STARK_RESOURCES_SOUND_H
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#define STARK_RESOURCES_SOUND_H
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#include "audio/mixer.h"
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#include "common/path.h"
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#include "common/str.h"
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#include "engines/stark/resources/object.h"
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namespace Audio {
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class RewindableAudioStream;
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}
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namespace Stark {
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namespace Formats {
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class XRCReadStream;
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}
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namespace Resources {
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/**
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* A sound resource
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*/
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class Sound : public Object {
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public:
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static const Type::ResourceType TYPE = Type::kSoundItem;
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enum SubType {
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kSoundBackground = 3,
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kSoundStock = 5
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};
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enum SoundType {
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kSoundTypeVoice = 0,
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kSoundTypeEffect = 1,
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kSoundTypeMusic = 2
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};
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Sound(Object *parent, byte subType, uint16 index, const Common::String &name);
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virtual ~Sound();
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// Resource API
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void readData(Formats::XRCReadStream *stream) override;
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void onPreDestroy() override;
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void onGameLoop() override;
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void saveLoadCurrent(ResourceSerializer *serializer) override;
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void onEnginePause(bool pause) override;
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/** Start playing the sound */
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void play();
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/** Is the sound playing */
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bool isPlaying();
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/** Stop the sound */
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void stop();
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/** Get the type for stock sounds */
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uint32 getStockSoundType() const;
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/** Fade the sound's current volume and pan to the specified target over duration milliseconds */
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void changeVolumePan(int32 volume, int32 pan, int32 duration);
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/** Set whether to loop or not */
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void setLooping(bool looping) { _looping = looping; }
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/**
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* In the menus, we don't want sounds to be cut when changing screens.
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* The actual sounds need to outlive the entity. This flag allows to do so.
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*/
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void setStopOnDestroy(bool stopOnDestroy);
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protected:
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void printData() override;
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Audio::RewindableAudioStream *makeAudioStream();
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Audio::Mixer::SoundType getMixerSoundType();
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Common::Path _filename;
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Common::Path _archiveName;
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uint32 _enabled;
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bool _looping;
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uint32 _field_64;
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bool _loopIndefinitely;
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uint32 _maxDuration;
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bool _loadFromFile;
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uint32 _stockSoundType;
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Common::String _soundName;
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uint32 _field_6C;
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uint32 _soundType;
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float _pan;
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float _volume;
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bool _shouldStopOnDestroy;
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int32 _fadeDurationRemaining;
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float _fadeTargetVolume;
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float _fadeTargetPan;
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Audio::SoundHandle _handle;
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};
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} // End of namespace Resources
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} // End of namespace Stark
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#endif // STARK_RESOURCES_SOUND_H
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