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engines/wintermute/base/sound/base_sound_manager.h
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66
engines/wintermute/base/sound/base_sound_manager.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_SOUNDMGR_H
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#define WINTERMUTE_BASE_SOUNDMGR_H
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#include "engines/wintermute/coll_templ.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/array.h"
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namespace Wintermute {
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class BaseSoundBuffer;
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class BaseSoundMgr : public BaseClass {
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public:
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float posToPan(int x, int y);
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bool resumeAll();
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bool pauseAll(bool includingMusic = true);
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bool cleanup();
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//DECLARE_PERSISTENT(BaseSoundMgr, BaseClass)
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byte getMasterVolumePercent();
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byte getMasterVolume();
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bool setMasterVolumePercent(byte percent);
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byte getVolumePercent(TSoundType type);
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bool setVolumePercent(TSoundType type, byte percent);
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bool setVolume(TSoundType type, int volume);
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int32 _volumeMaster;
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bool removeSound(BaseSoundBuffer *sound);
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BaseSoundBuffer *addSound(const char *filename, TSoundType type = TSoundType::SOUND_SFX, bool streamed = false, uint32 initialPrivateVolume = 100);
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bool addSound(BaseSoundBuffer *sound, TSoundType type = TSoundType::SOUND_SFX);
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bool initLoop();
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bool initialize();
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bool _soundAvailable;
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BaseSoundMgr(BaseGame *inGame);
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~BaseSoundMgr() override;
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BaseArray<BaseSoundBuffer *> _sounds;
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void saveSettings();
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};
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} // End of namespace Wintermute
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#endif
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