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69 lines
2.3 KiB
C++
69 lines
2.3 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_BSOUNDMGR_H
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#define WINTERMUTE_BSOUNDMGR_H
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/Base/BBase.h"
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namespace WinterMute {
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class CBSoundBuffer;
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class CBSoundMgr : public CBBase {
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public:
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float posToPan(int X, int Y);
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HRESULT resumeAll();
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HRESULT pauseAll(bool IncludingMusic = true);
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HRESULT cleanup();
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//DECLARE_PERSISTENT(CBSoundMgr, CBBase);
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byte getMasterVolumePercent();
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HRESULT setMasterVolumePercent(byte Percent);
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byte getVolumePercent(TSoundType Type);
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HRESULT setVolumePercent(TSoundType Type, byte Percent);
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HRESULT setVolume(TSoundType Type, int Volume);
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uint32 _volumeOriginal;
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int _volumeMaster;
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int _volumeMusic;
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int _volumeSpeech;
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int _volumeSFX;
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HRESULT removeSound(CBSoundBuffer *Sound);
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CBSoundBuffer *addSound(const char *filename, TSoundType Type = SOUND_SFX, bool Streamed = false);
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HRESULT addSound(CBSoundBuffer *Sound, TSoundType Type = SOUND_SFX);
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HRESULT initLoop();
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HRESULT initialize();
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bool _soundAvailable;
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CBSoundMgr(CBGame *inGame);
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virtual ~CBSoundMgr();
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CBArray<CBSoundBuffer *, CBSoundBuffer *> _sounds;
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void saveSettings();
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};
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} // end of namespace WinterMute
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#endif
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