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

86 lines
2.4 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_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