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95 lines
2.4 KiB
C++
95 lines
2.4 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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*
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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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*
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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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* This code is based on Labyrinth of Time code with assistance of
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*
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* Copyright (c) 1993 Terra Nova Development
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* Copyright (c) 2004 The Wyrmkeep Entertainment Co.
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*
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*/
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#ifndef LAB_MUSIC_H
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#define LAB_MUSIC_H
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#include "common/file.h"
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#include "audio/mixer.h"
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#include "audio/audiostream.h"
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namespace Lab {
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class LabEngine;
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//---------------------------
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//----- From LabMusic.c -----
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//---------------------------
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#define MAXBUFFERS 5
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class Music {
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private:
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LabEngine *_vm;
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Common::File *_musicFile;
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uint16 _curRoomMusic;
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uint32 _storedPos;
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Audio::SoundHandle _musicHandle;
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Audio::SoundHandle _sfxHandle;
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private:
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void readSound(bool waitTillFinished, bool loop, Common::File *file);
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byte getSoundFlags();
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public:
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Music(LabEngine *vm);
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/**
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* Changes the background music to something else.
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*/
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void changeMusic(const Common::String filename, bool storeCurPos, bool seektoStoredPos);
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/**
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* Checks the music that should be playing in a particular room.
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*/
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void checkRoomMusic();
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/**
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* Frees up the music buffers and closes the file.
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*/
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void freeMusic();
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bool isSoundEffectActive() const;
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void playSoundEffect(uint16 sampleSpeed, uint32 length, bool loop, Common::File *dataFile);
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/**
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* Reads in a sound effect file. Ignores any graphics.
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*/
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bool loadSoundEffect(const Common::String filename, bool loop, bool waitTillFinished);
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void stopSoundEffect();
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};
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} // End of namespace Lab
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#endif // LAB_MUSIC_H
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