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engines/wintermute/base/sound/base_sound_buffer.h
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engines/wintermute/base/sound/base_sound_buffer.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_SOUNDBUFFER_H
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#define WINTERMUTE_BASE_SOUNDBUFFER_H
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#include "engines/wintermute/base/base.h"
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#include "audio/mixer.h"
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#include "common/stream.h"
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namespace Audio {
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class SeekableAudioStream;
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class SoundHandle;
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}
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namespace Wintermute {
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class BaseSoundBuffer : public BaseClass {
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public:
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BaseSoundBuffer(BaseGame *inGame);
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~BaseSoundBuffer() override;
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bool pause();
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bool play(bool looping = false, uint32 startSample = 0);
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bool resume();
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bool stop();
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bool isPlaying();
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void setLooping(bool looping);
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uint32 getPosition();
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bool setPosition(uint32 pos);
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uint32 getLength();
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bool setLoopStart(uint32 pos);
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uint32 getLoopStart() const {
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return _loopStart;
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}
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bool setPan(float pan);
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bool setPrivateVolume(int colume);
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bool setVolume(int colume);
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void setType(TSoundType type);
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bool loadFromFile(const char *filename, bool forceReload = false);
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void setStreaming(bool streamed, uint32 numBlocks = 0, uint32 blockSize = 0);
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bool applyFX(TSFXType type, float param1, float param2, float param3, float param4);
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bool _freezePaused;
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uint32 _loopStart;
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TSoundType _type;
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bool _looping;
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char *_filename;
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bool _streamed;
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int32 _privateVolume;
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Audio::SeekableAudioStream *_stream;
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Audio::SoundHandle *_handle;
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int32 _volume;
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uint32 _startPos;
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int8 _pan;
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};
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} // End of namespace Wintermute
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#endif
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