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engines/ultima/ultima4/sound/sound.h
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engines/ultima/ultima4/sound/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 ULTIMA4_SOUND_H
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#define ULTIMA4_SOUND_H
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#include "ultima/shared/std/containers.h"
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "common/str.h"
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namespace Ultima {
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namespace Ultima4 {
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enum Sound {
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SOUND_TITLE_FADE, // the intro title fade
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SOUND_WALK_NORMAL, // walk, world and town
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SOUND_WALK_SLOWED, // walk, slow progress
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SOUND_WALK_COMBAT, // walk, combat
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SOUND_BLOCKED, // location blocked
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SOUND_ERROR, // error/bad command
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SOUND_PC_ATTACK, // PC attacks
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SOUND_PC_STRUCK, // PC damaged
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SOUND_NPC_ATTACK, // NPC attacks
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SOUND_NPC_STRUCK, // NPC damaged
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SOUND_ACID, // effect, acid damage
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SOUND_SLEEP, // effect, sleep
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SOUND_POISON_EFFECT, // effect, poison
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SOUND_POISON_DAMAGE, // damage, poison
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SOUND_EVADE, // trap evaded
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SOUND_FLEE, // flee combat
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SOUND_ITEM_STOLEN, // item was stolen from a PC, food or gold
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SOUND_LBHEAL, // LB heals party
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SOUND_LEVELUP, // PC level up
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SOUND_MOONGATE, // moongate used
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SOUND_CANNON,
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SOUND_RUMBLE,
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SOUND_PREMAGIC_MANA_JUMBLE,
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SOUND_MAGIC,
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SOUND_WHIRLPOOL,
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SOUND_STORM,
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// SOUND_MISSED,
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// SOUND_CREATUREATTACK,
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// SOUND_PLAYERHIT,
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SOUND_MAX
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};
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void soundPlay(Sound sound, bool onlyOnce = true, int specificDurationInTicks = -1);
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void soundStop(int channel = 1);
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class SoundManager {
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private:
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Audio::Mixer *_mixer;
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Audio::SoundHandle _soundHandle;
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Std::vector<Common::Path> _soundFilenames;
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Std::vector<Audio::SeekableAudioStream *> _sounds;
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private:
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bool load(Sound sound);
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void play_sys(Sound sound, bool onlyOnce, int specificDurationMilli);
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bool load_sys(Sound sound, const Common::Path &filename);
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void stop_sys(int channel);
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public:
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SoundManager(Audio::Mixer *mixer);
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~SoundManager();
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void play(Sound sound, bool onlyOnce = true, int specificDurationInTicks = -1);
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void stop(int channel = 1);
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};
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extern SoundManager *g_sound;
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} // End of namespace Ultima4
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} // End of namespace Ultima
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#endif
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