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engines/ultima/ultima8/audio/cru_music_process.h
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engines/ultima/ultima8/audio/cru_music_process.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_CRUMUSICPROCESS_H
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#define ULTIMA8_AUDIO_CRUMUSICPROCESS_H
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#include "ultima/ultima8/audio/music_process.h"
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#include "ultima/ultima8/misc/classtype.h"
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#include "audio/audiostream.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 Debugger;
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class MidiPlayer;
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class CruMusicProcess : public MusicProcess {
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friend class Debugger;
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protected:
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//! Play a music track
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//! \param track The track number to play. Pass 0 to stop music
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void playMusic_internal(int track) override;
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private:
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int _currentTrack; //! Currently playing track (don't save)
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int _savedTrack;
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uint8 _m16offset;
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Audio::SoundHandle _soundHandle;
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// These are both initialized in constructor and do not need to be saved.
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int _maxTrack;
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const char *const *_trackNames;
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public:
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CruMusicProcess();
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~CruMusicProcess() override;
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ENABLE_RUNTIME_CLASSTYPE()
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//! Play some background music. Does not change the current track if combat music is active. If another track is currently queued, just queues this track for play.
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void playMusic(int track) override;
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//! Play some combat music - the last played track will be remembered
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void playCombatMusic(int track) override;
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//! Queue a track to start once the current one finishes
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void queueMusic(int track) override;
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//! Clear any queued track (does not affect currently playing track)
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void unqueueMusic() override;
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//! Restore the last requested non-combat track (eg, at the end of combat)
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void restoreMusic() override;
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//! Fading is not used, so this does nothing
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void fadeMusic(uint16 length) override { };
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//! Fading is not used, so this returns false
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bool isFading() override { return false; };
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//! Save the current track state - used when the menu is opened
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void saveTrackState() override;
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//! Bring back the track state from before it was put on hold
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void restoreTrackState() override;
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//! Is a track currently playing?
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bool isPlaying() override;
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//! Pause the currently playing track
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void pauseMusic() override;
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//! Resume the current track after pausing
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void unpauseMusic() override;
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void run() override;
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bool loadData(Common::ReadStream *rs, uint32 version);
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void saveData(Common::WriteStream *ws) override;
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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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