mirror of
https://github.com/libretro/scummvm.git
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119 lines
3.5 KiB
C++
119 lines
3.5 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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*/
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#ifndef TSAGE_SOUND_H
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#define TSAGE_SOUND_H
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#include "common/scummsys.h"
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#include "tsage/saveload.h"
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#include "tsage/core.h"
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namespace tSage {
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class SoundManager : public SaveListener {
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public:
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void dispatch() {}
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virtual void listenerSynchronize(Serializer &s);
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virtual void postInit();
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void proc2() {}
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static void saveNotifier(bool postFlag);
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void saveNotifierProc(bool postFlag);
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static void loadNotifier(bool postFlag);
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void loadNotifierProc(bool postFlag);
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};
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class Sound: public EventHandler {
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public:
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void play(int soundNum, int volume = 127);
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void stop();
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void prime(int soundNum);
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void prime(int soundNum, int v2);
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void _unPrime();
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void unPrime();
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void go();
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void halt(void);
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int getSoundNum() const;
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bool isPlaying() const;
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bool isPrimed() const;
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bool isPaused() const;
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bool isMuted() const;
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void pause();
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void mute();
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void fadeIn();
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void fadeOut(EventHandler *evtHandler);
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void fade(int v1, int v2, int v3, int v4);
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void setTimeIndex(uint32 timeIndex);
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uint32 getTimeIndex() const;
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bool getCueValue() const;
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void setCueValue(bool flag);
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void setVol(int volume);
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int getVol() const;
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void setPri(int v);
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void setLoop(bool flag);
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int getPri() const;
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bool getLoop();
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void holdAt(int v);
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void release();
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};
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class ASound: public EventHandler {
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public:
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Sound _sound;
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Action *_action;
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bool _cueFlag;
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ASound();
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virtual void synchronize(Serializer &s);
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virtual void dispatch();
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void play(int soundNum, Action *action = NULL, int volume = 127);
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void stop();
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void prime(int soundNum, Action *action = NULL);
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void unPrime();
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void go() { _sound.go(); }
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void hault(void) { _sound.halt(); }
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int getSoundNum() const { return _sound.getSoundNum(); }
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bool isPlaying() const { return _sound.isPlaying(); }
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bool isPaused() const { return _sound.isPaused(); }
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bool isMuted() const { return _sound.isMuted(); }
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void pause() { _sound.pause(); }
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void mute() { _sound.mute(); }
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void fadeIn() { fade(127, 5, 10, 0, NULL); }
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void fadeOut(Action *action) { fade(0, 5, 10, 1, action); }
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void fade(int v1, int v2, int v3, int v4, Action *action);
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void setTimeIndex(uint32 timeIndex) { _sound.setTimeIndex(timeIndex); }
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uint32 getTimeIndex() const { return _sound.getTimeIndex(); }
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void setPri(int v) { _sound.setPri(v); }
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void setLoop(bool flag) { _sound.setLoop(flag); }
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int getPri() const { return _sound.getPri(); }
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bool getLoop() { return _sound.getLoop(); }
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void setVol(int volume) { _sound.setVol(volume); }
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int getVol() const { return _sound.getVol(); }
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void holdAt(int v) { _sound.holdAt(v); }
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void release() { _sound.release(); }
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};
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} // End of namespace tSage
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#endif
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