/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_SOUND_H #define HPL_SOUND_H #include "hpl1/engine/game/Updateable.h" namespace hpl { class iLowLevelSound; class cResources; class cSoundHandler; class cMusicHandler; class cSound : public iUpdateable { public: cSound(iLowLevelSound *apLowLevelSound); ~cSound(); void Init(cResources *apResources, bool abUseHardware, bool abForceGeneric, bool abUseEnvAudio, int alMaxChannels, int alStreamUpdateFreq, bool abUseThreading, bool abUseVoiceManagement, int alMaxMonoSourceHint, int alMaxStereoSourceHint, int alStreamingBufferSize, int alStreamingBufferCount, bool abEnableLowLevelLog, tString asDeviceName); void Update(float afTimeStep); iLowLevelSound *GetLowLevel() { return mpLowLevelSound; } cSoundHandler *GetSoundHandler() { return mpSoundHandler; } cMusicHandler *GetMusicHandler() { return mpMusicHandler; } private: iLowLevelSound *mpLowLevelSound; cResources *mpResources; cSoundHandler *mpSoundHandler; cMusicHandler *mpMusicHandler; }; } // namespace hpl #endif // HPL_SOUND_H