/* 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 . * */ //============================================================================= // // SOUNDCLIP factory methods. // //============================================================================= #ifndef AGS_ENGINE_MEDIA_AUDIO_SOUND_H #define AGS_ENGINE_MEDIA_AUDIO_SOUND_H #include "ags/engine/ac/asset_helper.h" #include "ags/engine/media/audio/sound_clip.h" namespace AGS3 { SOUNDCLIP *my_load_wave(const AssetPath &asset_name, bool loop); SOUNDCLIP *my_load_mp3(const AssetPath &asset_name, bool loop); SOUNDCLIP *my_load_static_mp3(const AssetPath &asset_name, bool loop); SOUNDCLIP *my_load_static_ogg(const AssetPath &asset_name, bool loop); SOUNDCLIP *my_load_ogg(const AssetPath &asset_name, bool doLoop); SOUNDCLIP *my_load_midi(const AssetPath &asset_name, bool loop); SOUNDCLIP *my_load_mod(const AssetPath &asset_name, bool loop); } // namespace AGS3 #endif