/* 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_SOUND_H #define WINTERMUTE_BASE_SOUND_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/dctypes.h" // Added by ClassView #include "engines/wintermute/persistent.h" #include "audio/mixer.h" namespace Wintermute { class BaseSoundBuffer; class BaseSound : public BaseClass { public: bool setPan(float pan); int32 _soundPrivateVolume; int getVolume(); bool setVolume(int volume); bool setPrivateVolume(int volume); bool setLoopStart(uint32 pos); uint32 getPositionTime(); bool setPositionTime(uint32 time); bool _soundPaused; bool _soundFreezePaused; bool isPlaying(); bool isPaused(); bool _soundPlaying; bool _soundLooping; uint32 _soundLoopStart; uint32 _soundPosition; DECLARE_PERSISTENT(BaseSound, BaseClass) bool resume(); bool pause(bool freezePaused = false); bool stop(); bool play(bool looping = false); uint32 getLength(); bool _soundStreamed; TSoundType _soundType; char *_soundFilename; bool setSoundSimple(); bool setSound(const char *filename, TSoundType type = TSoundType::SOUND_SFX, bool streamed = false, uint32 initialPrivateVolume = 100); BaseSound(BaseGame *inGame); ~BaseSound() override; bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0); TSFXType _sFXType; float _sFXParam1; float _sFXParam2; float _sFXParam3; float _sFXParam4; private: BaseSoundBuffer *_sound; }; } // End of namespace Wintermute #endif