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engines/ultima/ultima8/audio/audio_channel.h
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67
engines/ultima/ultima8/audio/audio_channel.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 ULTIMA8_AUDIO_AUDIOCHANNEL_H
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#define ULTIMA8_AUDIO_AUDIOCHANNEL_H
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#include "audio/mixer.h"
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namespace Ultima {
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namespace Ultima8 {
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class AudioSample;
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class AudioChannel {
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private:
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Audio::SoundHandle _soundHandle;
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Audio::Mixer *_mixer;
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int _priority;
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public:
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AudioChannel(Audio::Mixer *mixer, uint32 sampleRate, bool stereo);
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~AudioChannel(void);
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void stop();
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void playSample(AudioSample *sample, int loop, int priority,
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bool isSpeech, uint32 pitchShift, byte volume, int8 balance);
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bool isPlaying();
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void setVolume(byte volume, int8 balance) {
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_mixer->setChannelVolume(_soundHandle, volume);
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_mixer->setChannelBalance(_soundHandle, balance);
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}
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void setPriority(int priority) {
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_priority = priority;
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}
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int getPriority() const {
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return _priority;
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}
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void setPaused(bool paused);
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};
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} // End of namespace Ultima8
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} // End of namespace Ultima
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#endif
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