/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef AGS_ENGINE_AC_GLOBAL_AUDIO_H #define AGS_ENGINE_AC_GLOBAL_AUDIO_H #include "ags/engine/ac/speech.h" namespace AGS3 { void StopAmbientSound(int channel); void PlayAmbientSound(int channel, int sndnum, int vol, int x, int y); int IsChannelPlaying(int chan); int IsSoundPlaying(); // returns -1 on failure, channel number on success int PlaySoundEx(int val1, int channel); void StopAllSounds(int evenAmbient); void PlayMusicResetQueue(int newmus); void SeekMIDIPosition(int position); int GetMIDIPosition(); int IsMusicPlaying(); int PlayMusicQueued(int musnum); void scr_StopMusic(); void SeekMODPattern(int patnum); void SeekMP3PosMillis(int posn); int GetMP3PosMillis(); void SetMusicVolume(int newvol); void SetMusicMasterVolume(int newvol); void SetSoundVolume(int newvol); void SetChannelVolume(int chan, int newvol); void SetDigitalMasterVolume(int newvol); int GetCurrentMusic(); void SetMusicRepeat(int loopflag); void PlayMP3File(const char *filename); void PlaySilentMIDI(int mnum); void SetSpeechVolume(int newvol); void SetVoiceMode(int newmod); int GetVoiceMode(); int IsVoxAvailable(); int IsMusicVoxAvailable(); struct CharacterInfo; struct ScriptAudioChannel; // Starts voice-over playback and returns audio channel it is played on; // as_speech flag determines whether engine should apply speech-related logic // as well, such as temporary volume reduction. ScriptAudioChannel *PlayVoiceClip(CharacterInfo *ch, int sndid, bool as_speech); //============================================================================= // Play voice-over for the active blocking speech and initialize relevant data bool play_voice_speech(int charid, int sndid); // Play voice-over clip in non-blocking manner bool play_voice_nonblocking(int charid, int sndid, bool as_speech); // Stop voice-over for the active speech and reset relevant data void stop_voice_speech(); // Stop non-blocking voice-over and revert audio volumes if necessary void stop_voice_nonblocking(); } // namespace AGS3 #endif