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engines/wintermute/base/sound/base_sound.h
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85
engines/wintermute/base/sound/base_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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_SOUND_H
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#define WINTERMUTE_BASE_SOUND_H
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#include "engines/wintermute/base/base.h"
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#include "engines/wintermute/dctypes.h" // Added by ClassView
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#include "engines/wintermute/persistent.h"
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#include "audio/mixer.h"
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namespace Wintermute {
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class BaseSoundBuffer;
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class BaseSound : public BaseClass {
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public:
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bool setPan(float pan);
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int32 _soundPrivateVolume;
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int getVolume();
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bool setVolume(int volume);
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bool setPrivateVolume(int volume);
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bool setLoopStart(uint32 pos);
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uint32 getPositionTime();
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bool setPositionTime(uint32 time);
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bool _soundPaused;
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bool _soundFreezePaused;
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bool isPlaying();
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bool isPaused();
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bool _soundPlaying;
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bool _soundLooping;
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uint32 _soundLoopStart;
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uint32 _soundPosition;
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DECLARE_PERSISTENT(BaseSound, BaseClass)
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bool resume();
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bool pause(bool freezePaused = false);
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bool stop();
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bool play(bool looping = false);
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uint32 getLength();
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bool _soundStreamed;
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TSoundType _soundType;
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char *_soundFilename;
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bool setSoundSimple();
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bool setSound(const char *filename, TSoundType type = TSoundType::SOUND_SFX, bool streamed = false, uint32 initialPrivateVolume = 100);
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BaseSound(BaseGame *inGame);
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~BaseSound() override;
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bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0);
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TSFXType _sFXType;
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float _sFXParam1;
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float _sFXParam2;
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float _sFXParam3;
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float _sFXParam4;
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private:
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BaseSoundBuffer *_sound;
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};
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} // End of namespace Wintermute
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#endif
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