/* 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 . * */ /** * @file * Sound decoder used in engines: * - bbvs * - pegasus * - saga * - sci * - sword1 */ #ifndef AUDIO_AIFF_H #define AUDIO_AIFF_H #include "common/scummsys.h" #include "common/types.h" namespace Common { class SeekableReadStream; } namespace Audio { class RewindableAudioStream; class AIFFHeader { public: static AIFFHeader *readAIFFHeader(Common::SeekableReadStream *stream, DisposeAfterUse::Flag disposeAfterUse); RewindableAudioStream *makeAIFFStream(Common::SeekableReadStream *stream, DisposeAfterUse::Flag disposeAfterUse); uint32 getFrameCount() const { return _frameCount; } uint32 getFrameRate() const { return _rate; } private: uint16 _channels = 0; uint32 _frameCount = 0; uint16 _bitsPerSample = 0; uint32 _rate = 0; uint32 _codec = 0; Common::SeekableReadStream *_dataStream = nullptr; }; /** * Try to load an AIFF from the given seekable stream and create an AudioStream * from that data. * * @param stream the SeekableReadStream from which to read the AIFF data * @param disposeAfterUse whether to delete the stream after use * @return a new SeekableAudioStream, or NULL, if an error occurred */ RewindableAudioStream *makeAIFFStream( Common::SeekableReadStream *stream, DisposeAfterUse::Flag disposeAfterUse); } // End of namespace Audio #endif