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sound.h
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/* 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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//=============================================================================
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//
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// SOUNDCLIP factory methods.
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//
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//=============================================================================
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#ifndef AGS_ENGINE_MEDIA_AUDIO_SOUND_H
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#define AGS_ENGINE_MEDIA_AUDIO_SOUND_H
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#include "ags/engine/ac/asset_helper.h"
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#include "ags/engine/media/audio/sound_clip.h"
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namespace
AGS3
{
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SOUNDCLIP *my_load_wave(
const
AssetPath &asset_name,
bool
loop);
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SOUNDCLIP *my_load_mp3(
const
AssetPath &asset_name,
bool
loop);
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SOUNDCLIP *my_load_static_mp3(
const
AssetPath &asset_name,
bool
loop);
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SOUNDCLIP *my_load_static_ogg(
const
AssetPath &asset_name,
bool
loop);
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SOUNDCLIP *my_load_ogg(
const
AssetPath &asset_name,
bool
doLoop);
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SOUNDCLIP *my_load_midi(
const
AssetPath &asset_name,
bool
loop);
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SOUNDCLIP *my_load_mod(
const
AssetPath &asset_name,
bool
loop);
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}
// namespace AGS3
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#endif
AGS3
Definition:
ags.h:40
engines
ags
engine
media
audio
sound.h
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