mirror of
https://github.com/libretro/scummvm.git
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42ab839dd6
svn-id: r55850
61 lines
1.7 KiB
C++
61 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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* $URL$
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* $Id$
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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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* - sword1 (PSX port of the game)
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* - sword2 (PSX port of the game)
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* - tinsel (PSX port of the game)
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*/
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#ifndef SOUND_VAG_H
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#define SOUND_VAG_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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class RewindableAudioStream;
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/**
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* Takes an input stream containing Vag sound data and creates
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* an RewindableAudioStream from that.
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*
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* @param stream the SeekableReadStream from which to read the ADPCM data
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* @param rate the sampling rate
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* @return a new RewindableAudioStream, or NULL, if an error occurred
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*/
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RewindableAudioStream *makeVagStream(
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Common::SeekableReadStream *stream,
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int rate = 11025);
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} // End of namespace Sword1
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#endif
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