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74 lines
2.2 KiB
C++
74 lines
2.2 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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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_GAME_MUSIC_H
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#define WINTERMUTE_BASE_GAME_MUSIC_H
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#include "common/scummsys.h"
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namespace Wintermute {
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#define NUM_MUSIC_CHANNELS 5
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class BasePersistenceManager;
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class BaseSound;
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class ScStack;
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class ScScript;
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class BaseGame;
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class BaseGameMusic {
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public:
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BaseGameMusic(BaseGame *gameRef);
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void cleanup();
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bool scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name);
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bool resumeMusic(int channel);
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bool setMusicStartTime(int channel, uint32 time);
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bool pauseMusic(int channel);
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bool stopMusic(int channel);
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bool playMusic(int channel, const char *filename, bool looping = true, uint32 loopStart = 0);
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bool updateMusicCrossfade();
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bool persistChannels(BasePersistenceManager *persistMgr);
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bool persistCrossfadeSettings(BasePersistenceManager *persistMgr);
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private:
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BaseGame *_gameRef;
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BaseSound *_music[NUM_MUSIC_CHANNELS];
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uint32 _musicStartTime[NUM_MUSIC_CHANNELS];
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bool _musicCrossfadeRunning;
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bool _musicCrossfadeSwap;
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uint32 _musicCrossfadeStartTime;
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uint32 _musicCrossfadeLength;
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int _musicCrossfadeChannel1;
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int _musicCrossfadeChannel2;
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};
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} // end of namespace Wintermute
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#endif
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