Files
scummvm-cursorfix/engines/wintermute/base/sound/base_sound_buffer.h
2026-02-02 04:50:13 +01:00

95 lines
2.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#ifndef WINTERMUTE_BASE_SOUNDBUFFER_H
#define WINTERMUTE_BASE_SOUNDBUFFER_H
#include "engines/wintermute/base/base.h"
#include "audio/mixer.h"
#include "common/stream.h"
namespace Audio {
class SeekableAudioStream;
class SoundHandle;
}
namespace Wintermute {
class BaseSoundBuffer : public BaseClass {
public:
BaseSoundBuffer(BaseGame *inGame);
~BaseSoundBuffer() override;
bool pause();
bool play(bool looping = false, uint32 startSample = 0);
bool resume();
bool stop();
bool isPlaying();
void setLooping(bool looping);
uint32 getPosition();
bool setPosition(uint32 pos);
uint32 getLength();
bool setLoopStart(uint32 pos);
uint32 getLoopStart() const {
return _loopStart;
}
bool setPan(float pan);
bool setPrivateVolume(int colume);
bool setVolume(int colume);
void setType(TSoundType type);
bool loadFromFile(const char *filename, bool forceReload = false);
void setStreaming(bool streamed, uint32 numBlocks = 0, uint32 blockSize = 0);
bool applyFX(TSFXType type, float param1, float param2, float param3, float param4);
bool _freezePaused;
uint32 _loopStart;
TSoundType _type;
bool _looping;
char *_filename;
bool _streamed;
int32 _privateVolume;
Audio::SeekableAudioStream *_stream;
Audio::SoundHandle *_handle;
int32 _volume;
uint32 _startPos;
int8 _pan;
};
} // End of namespace Wintermute
#endif