mirror of
https://github.com/libretro/scummvm.git
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d7660a2662
svn-id: r10571
93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* /scummvm/scummvm/scumm/player_v3a.h
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*
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*/
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#ifndef SCUMM_MUSIC_H
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#define SCUMM_MUSIC_H
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#include "common/scummsys.h"
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#include "common/system.h"
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namespace Scumm {
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/**
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* Pure virtual base class for the various music/sound engines used in Scumm
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* games. In particular, the iMuse code provides a subclass of this. There are
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* several other subclasses providing music and sound capabilities for
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* several Scumm games.
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* Having this base class for all music engines allows uniform access to the
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* core music/sound functionality, thus simplifying the client code.
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*
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* Instantiated by class Scumm.
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*/
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class MusicEngine {
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public:
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virtual ~MusicEngine() {}
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/**
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* Set the output volume.
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* @param vol the new output volume
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*/
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virtual void setMasterVolume(int vol) = 0;
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/**
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* Start playing the sound with the given id.
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* @param sound the sound to start
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*/
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virtual void startSound(int sound) = 0;
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/**
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* Stop playing the sound with the given id.
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* @param sound the sound to stop
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*/
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virtual void stopSound(int sound) = 0;
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/**
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* Start playing all currently playing sounds.
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*/
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virtual void stopAllSounds() = 0;
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/**
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* Query the status of the sound with the given id. Usually this is just
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* a boolean telling us whether the sound is playing or not.
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* @param sound the sound to for which we want the status
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* @return the status of the specified sound
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*/
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virtual int getSoundStatus(int sound) const = 0;
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/**
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* Get the value of the music timer. Used for synchronising scripts with
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* the music/sound.
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* @return the music timer
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*/
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virtual int getMusicTimer() const { return 0; }
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/**
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* Terminate the music engine. Called just before the music engine
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* is deleted.
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*/
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virtual void terminate() {}
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};
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} // End of namespace Scumm
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#endif
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