scummvm/audio/decoders/voc.h
2011-05-12 01:16:22 +02:00

107 lines
3.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/**
* @file
* Sound decoder used in engines:
* - agos
* - drascula
* - kyra
* - made
* - saga
* - scumm
* - touche
*/
#ifndef SOUND_VOC_H
#define SOUND_VOC_H
#include "common/scummsys.h"
#include "common/types.h"
namespace Common {
class ReadStream;
class SeekableReadStream;
}
namespace Audio {
class AudioStream;
class SeekableAudioStream;
#include "common/pack-start.h" // START STRUCT PACKING
struct VocFileHeader {
uint8 desc[20];
uint16 datablock_offset;
uint16 version;
uint16 id;
} PACKED_STRUCT;
struct VocBlockHeader {
uint8 blocktype;
uint8 size[3];
uint8 sr;
uint8 pack;
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
/**
* Take a sample rate parameter as it occurs in a VOC sound header, and
* return the corresponding sample frequency.
*
* This method has special cases for the standard rates of 11025 and 22050 kHz,
* which due to limitations of the format, cannot be encoded exactly in a VOC
* file. As a consequence, many game files have sound data sampled with those
* rates, but the VOC marks them incorrectly as 11111 or 22222 kHz. This code
* works around that and "unrounds" the sampling rates.
*/
extern int getSampleRateFromVOCRate(int vocSR);
/**
* Try to load a VOC from the given stream. Returns a pointer to memory
* containing the PCM sample data (allocated with malloc). It is the callers
* responsibility to dellocate that data again later on! Currently this
* function only supports uncompressed raw PCM data.
*/
extern byte *loadVOCFromStream(Common::ReadStream &stream, int &size, int &rate);
/**
* Try to load a VOC from the given seekable stream and create an AudioStream
* from that data. Currently this function only supports uncompressed raw PCM
* data. Optionally supports (infinite) looping of a portion of the data.
*
* This function uses loadVOCFromStream() internally.
*/
AudioStream *makeVOCStream(Common::SeekableReadStream *stream, byte flags = 0, uint loopStart = 0, uint loopEnd = 0, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::NO);
/**
* This does not use any of the looping features of VOC files!
*/
SeekableAudioStream *makeVOCStream(Common::SeekableReadStream *stream, byte flags, DisposeAfterUse::Flag disposeAfterUse);
} // End of namespace Audio
#endif