mirror of
https://github.com/libretro/scummvm.git
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70 lines
2.0 KiB
C++
70 lines
2.0 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#pragma once
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#include "audio/audiostream.h"
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#include "audio/mixer.h"
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#include "audio/decoders/raw.h"
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#include "cryo/cryolib.h"
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namespace Cryo {
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class CryoEngine;
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class CSoundChannel {
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private:
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Audio::Mixer *_mixer;
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Audio::QueuingAudioStream *_audioStream;
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Audio::SoundHandle _soundHandle;
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unsigned int _sampleRate;
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bool _stereo;
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unsigned int _bufferFlags;
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void applyVolumeChange();
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public:
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CSoundChannel(Audio::Mixer *mixer, unsigned int sampleRate, bool stereo, bool is16bits = false);
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~CSoundChannel();
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// Queue a new buffer, cancel any previously queued buffers if playNow is set
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void queueBuffer(byte *buffer, unsigned int size, bool playNow = false, bool playQueue = true, bool buffering = true);
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// Play any queued buffers
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void play();
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// Stop playing and purge play queue
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void stop();
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// How many buffers in queue (including currently playing one)
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unsigned int numQueued();
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// Volume control
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int _volumeLeft, _volumeRight;
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unsigned int getVolume();
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void setVolume(unsigned int volumeLeft, unsigned int volumeRight);
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void setVolumeLeft(unsigned int volume);
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void setVolumeRight(unsigned int volume);
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};
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}
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