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7ff9d16bf2
Make Amiga music loop until fade out when changing scene. This is based on watching a video of Future Wars Amiga walkthrough, not on playing the Amiga version or reading its disassembly. But it does seem that the music loops instead of just playing once.
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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*
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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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* @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, bool repeat = true, int periodScaleDivisor = 1);
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} // End of namespace Audio
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#endif
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