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109 lines
2.8 KiB
C++
109 lines
2.8 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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* Additional copyright for this file:
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* Copyright (C) 1995-1997 Presto Studios, Inc.
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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 PEGASUS_SOUND_H
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#define PEGASUS_SOUND_H
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#include "audio/mixer.h"
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#include "common/str.h"
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#include "pegasus/timers.h"
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namespace Audio {
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class SeekableAudioStream;
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}
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namespace Pegasus {
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class SoundFader;
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// Things you might want to do with sound:
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// - Start it
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// - Stop it
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// - Loop it
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// - Pause it
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// - Set the volume
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// - Set the pitch (rate)
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// - Pan the sound
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// - Change these settings dynamically over time
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class Sound {
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public:
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Sound();
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~Sound();
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// We only have one access point here because we should
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// only be opening an AIFF file from a file name. We're
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// not using the resource fork string resources.
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void initFromAIFFFile(const Common::String &fileName);
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// Unlike the original game, we're going to use a regular
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// audio stream for sound spots. The original treated them
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// as movies.
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void initFromQuickTime(const Common::String &fileName);
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void disposeSound();
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bool isSoundLoaded() const;
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void playSound();
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void loopSound();
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void playSoundSegment(uint32 start, uint32 end);
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void stopSound();
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void setVolume(const uint16 volume);
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bool isPlaying();
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void attachFader(SoundFader *fader);
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protected:
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Audio::SeekableAudioStream *_stream;
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Audio::SoundHandle _handle;
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byte _volume;
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SoundFader *_fader;
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};
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// TODO: Make this class follow TimeBase better
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// Right now it's just a loose wrapper to plug callbacks
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// into sounds. Since this is only used for spot sounds,
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// I'm not too worried about it right now as its usage
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// is very limited.
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// At the very least, the regular TimeBase functions for
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// setting/getting should be neutered.
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class SoundTimeBase : public Sound, public TimeBase {
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public:
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SoundTimeBase();
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~SoundTimeBase() {}
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void playSoundSegment(uint32 start, uint32 end);
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protected:
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void updateTime();
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private:
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bool _setToStart;
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};
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} // End of namespace Pegasus
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#endif
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