ScummVM API documentation
base_sound.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 */
21
22/*
23 * This file is based on WME Lite.
24 * http://dead-code.org/redir.php?target=wmelite
25 * Copyright (c) 2011 Jan Nedoma
26 */
27
28#ifndef WINTERMUTE_BASE_SOUND_H
29#define WINTERMUTE_BASE_SOUND_H
30
31#include "engines/wintermute/base/base.h"
32#include "engines/wintermute/dctypes.h" // Added by ClassView
33#include "engines/wintermute/persistent.h"
34#include "audio/mixer.h"
35
36namespace Wintermute {
37
38class BaseSoundBuffer;
39class BaseSound : public BaseClass {
40public:
41 bool setPan(float pan);
42 int32 _soundPrivateVolume;
43 int getVolume();
44 bool setVolume(int volume);
45 bool setPrivateVolume(int volume);
46 bool setLoopStart(uint32 pos);
47 uint32 getPositionTime();
48 bool setPositionTime(uint32 time);
49 bool _soundPaused;
50 bool _soundFreezePaused;
51 bool isPlaying();
52 bool isPaused();
53 bool _soundPlaying;
54 bool _soundLooping;
55 uint32 _soundLoopStart;
56 uint32 _soundPosition;
57 DECLARE_PERSISTENT(BaseSound, BaseClass)
58 bool resume();
59 bool pause(bool freezePaused = false);
60 bool stop();
61 bool play(bool looping = false);
62 uint32 getLength();
63 bool _soundStreamed;
64 TSoundType _soundType;
65 char *_soundFilename;
66 bool setSoundSimple();
67 bool setSound(const char *filename, TSoundType type = TSoundType::SOUND_SFX, bool streamed = false, uint32 initialPrivateVolume = 100);
68 BaseSound(BaseGame *inGame);
69 ~BaseSound() override;
70
71 bool applyFX(TSFXType type = SFX_NONE, float param1 = 0, float param2 = 0, float param3 = 0, float param4 = 0);
72
73 TSFXType _sFXType;
74 float _sFXParam1;
75 float _sFXParam2;
76 float _sFXParam3;
77 float _sFXParam4;
78
79private:
80 BaseSoundBuffer *_sound;
81};
82
83} // End of namespace Wintermute
84
85#endif
Definition: base.h:43
Definition: base_game.h:79
Definition: base_sound_buffer.h:43
Definition: base_sound.h:39