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84 lines
2.4 KiB
C++
84 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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* 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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* - agos
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* - gob
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* - mohawk
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* - saga
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* - sci
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* - scumm
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* - sword1
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* - sword2
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* - tucker
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*/
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#ifndef SOUND_WAVE_H
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#define SOUND_WAVE_H
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#include "common/scummsys.h"
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#include "common/types.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 RewindableAudioStream;
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/**
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* Try to load a WAVE from the given seekable stream. Returns true if
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* successful. In that case, the stream's seek position will be set to the
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* start of the audio data, and size, rate and flags contain information
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* necessary for playback. Currently this function supports uncompressed
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* raw PCM data, MS IMA ADPCM and MS ADPCM (uses makeADPCMStream internally).
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*/
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extern bool loadWAVFromStream(
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Common::SeekableReadStream &stream,
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int &size,
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int &rate,
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byte &flags,
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uint16 *wavType = 0,
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int *blockAlign = 0);
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/**
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* Try to load a WAVE from the given seekable stream and create an AudioStream
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* from that data. Currently this function supports uncompressed
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* raw PCM data, MS IMA ADPCM and MS ADPCM (uses makeADPCMStream internally).
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*
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* This function uses loadWAVFromStream() internally.
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*
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* @param stream the SeekableReadStream from which to read the WAVE data
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* @param disposeAfterUse whether to delete the stream after use
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* @return a new RewindableAudioStream, or NULL, if an error occurred
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*/
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RewindableAudioStream *makeWAVStream(
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Common::SeekableReadStream *stream,
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DisposeAfterUse::Flag disposeAfterUse);
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} // End of namespace Audio
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#endif
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