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53 lines
1.7 KiB
C++
53 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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*/
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/**
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* @file
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* Sound decoder used in engines:
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* - cine
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*/
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#ifndef AUDIO_MODS_SOUNDFX_H
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#define AUDIO_MODS_SOUNDFX_H
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namespace Common {
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class SeekableReadStream;
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}
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namespace Audio {
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class AudioStream;
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typedef byte *(*LoadSoundFxInstrumentCallback)(const char *name, uint32 *size);
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/*
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* Factory function for SoundFX modules. Reads all data from the
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* given data stream and creates an AudioStream from this (no references to the
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* stream object is kept). If loadCb is non 0, then instruments are loaded using
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* it, buffers returned are free'd at the end of playback.
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*/
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AudioStream *makeSoundFxStream(Common::SeekableReadStream *data, LoadSoundFxInstrumentCallback loadCb, int rate = 44100, bool stereo = true);
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} // End of namespace Audio
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#endif
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