/* 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 . * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_SOUNDMGR_H #define WINTERMUTE_BASE_SOUNDMGR_H #include "engines/wintermute/coll_templ.h" #include "engines/wintermute/base/base.h" #include "audio/mixer.h" #include "common/array.h" namespace Wintermute { class BaseSoundBuffer; class BaseSoundMgr : public BaseClass { public: float posToPan(int x, int y); bool resumeAll(); bool pauseAll(bool includingMusic = true); bool cleanup(); //DECLARE_PERSISTENT(BaseSoundMgr, BaseClass) byte getMasterVolumePercent(); byte getMasterVolume(); bool setMasterVolumePercent(byte percent); byte getVolumePercent(TSoundType type); bool setVolumePercent(TSoundType type, byte percent); bool setVolume(TSoundType type, int volume); int32 _volumeMaster; bool removeSound(BaseSoundBuffer *sound); BaseSoundBuffer *addSound(const char *filename, TSoundType type = TSoundType::SOUND_SFX, bool streamed = false, uint32 initialPrivateVolume = 100); bool addSound(BaseSoundBuffer *sound, TSoundType type = TSoundType::SOUND_SFX); bool initLoop(); bool initialize(); bool _soundAvailable; BaseSoundMgr(BaseGame *inGame); ~BaseSoundMgr() override; BaseArray _sounds; void saveSettings(); }; } // End of namespace Wintermute #endif