scummvm/engines/scumm/music.h

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SCUMM_MUSIC_H
#define SCUMM_MUSIC_H
#include "common/scummsys.h"
#include "engines/scumm/saveload.h"
namespace Scumm {
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/**
* Pure virtual base class for the various music/sound engines used in Scumm
* games. In particular, the iMuse code provides a subclass of this. There are
* several other subclasses providing music and sound capabilities for
* several Scumm games.
* Having this base class for all music engines allows uniform access to the
* core music/sound functionality, thus simplifying the client code.
*
* Instantiated by class Scumm.
*/
class MusicEngine {
public:
virtual ~MusicEngine() {}
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/**
* Set the output volume.
* @param vol the new output volume
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*/
virtual void setMusicVolume(int vol) = 0;
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/**
* Start playing the sound with the given id.
* @param sound the sound to start
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*/
virtual void startSound(int sound) = 0;
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/**
* Stop playing the sound with the given id.
* @param sound the sound to stop
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*/
virtual void stopSound(int sound) = 0;
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/**
* Start playing all currently playing sounds.
*/
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virtual void stopAllSounds() = 0;
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/**
* Query the status of the sound with the given id. Usually this is just
* a boolean telling us whether the sound is playing or not.
* @param sound the sound to for which we want the status
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* @return the status of the specified sound
*/
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virtual int getSoundStatus(int sound) const = 0;
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/**
* Get the value of the music timer. Used for synchronising scripts with
* the music/sound.
* @return the music timer
*/
virtual int getMusicTimer() { return 0; }
/**
* Save or load the music state.
*/
virtual void saveLoadWithSerializer(Serializer *ser) {}
};
} // End of namespace Scumm
#endif