mirror of
https://github.com/libretro/scummvm.git
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b3c6751b9b
svn-id: r40867
64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/* Sound decoder used in engines:
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* sword1 (PSX port of the game)
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* sword2 (PSX port of the game)
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*/
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#ifndef SOUND_VAG_H
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#define SOUND_VAG_H
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#include "sound/audiostream.h"
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#include "common/stream.h"
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namespace Audio {
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class VagStream : public Audio::AudioStream {
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public:
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VagStream(Common::SeekableReadStream *stream, bool loop = false, int rate = 11025);
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~VagStream();
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bool isStereo() const { return false; }
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bool endOfData() const { return _stream->pos() == _stream->size(); }
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int getRate() const { return _rate; }
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int readBuffer(int16 *buffer, const int numSamples);
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void rewind();
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private:
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Common::SeekableReadStream *_stream;
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bool _loop;
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byte _predictor;
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double _samples[28];
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byte _samplesRemaining;
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int _rate;
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double _s1, _s2;
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};
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} // End of namespace Sword1
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#endif
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