scummvm/engines/access/sound.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 ACCESS_SOUND_H
#define ACCESS_SOUND_H
#include "common/scummsys.h"
#include "audio/mixer.h"
#include "access/files.h"
#define MAX_SOUNDS 20
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namespace Access {
class AccessEngine;
struct SoundEntry {
Resource *_res;
int _priority;
SoundEntry() { _res = nullptr; _priority = 0; }
SoundEntry(Resource *res, int priority) { _res = res; _priority = priority; }
};
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class SoundManager {
private:
AccessEngine *_vm;
Audio::Mixer *_mixer;
Audio::SoundHandle _soundHandle;
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void clearSounds();
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void playSound(Resource *res, int priority);
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void stopSound();
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public:
Common::Array<SoundEntry> _soundTable;
Resource *_music;
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Resource *_tempMusic;
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bool _musicRepeat;
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bool _playingSound;
bool _isVoice;
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public:
SoundManager(AccessEngine *vm, Audio::Mixer *mixer);
~SoundManager();
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void queueSound(int idx, int fileNum, int subfile);
void playSound(int soundIndex);
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Resource *loadSound(int fileNum, int subfile);
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void loadSounds(Common::Array<RoomInfo::SoundIdent> &sounds);
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void midiPlay();
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bool checkMidiDone();
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void midiRepeat();
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void stopSong();
void freeSounds();
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void newMusic(int musicId, int mode);
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void freeMusic();
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};
} // End of namespace Access
#endif /* ACCESS_SOUND_H*/