22 #ifndef ULTIMA8_AUDIO_CRUMUSICPROCESS_H 23 #define ULTIMA8_AUDIO_CRUMUSICPROCESS_H 25 #include "ultima/ultima8/audio/music_process.h" 26 #include "ultima/ultima8/misc/classtype.h" 27 #include "audio/audiostream.h" 28 #include "audio/mixer.h" 55 const char **_trackNames;
61 ENABLE_RUNTIME_CLASSTYPE()
void restoreMusic() override
Restore the last requested non-combat track (eg, at the end of combat)
void saveData(Common::WriteStream *ws) override
save Process data
void unpauseMusic() override
Resume the current track after pausing.
void playMusic_internal(int track) override
void queueMusic(int track) override
Queue a track to start once the current one finishes.
void playMusic(int track) override
Play some background music. Does not change the current track if combat music is active. If another track is currently queued, just queues this track for play.
void saveTrackState() override
Save the current track state - used when the menu is opened.
void restoreTrackState() override
Bring back the track state from before it was put on hold.
Definition: detection.h:27
void pauseMusic() override
Pause the currently playing track.
Definition: cru_music_process.h:36
void playCombatMusic(int track) override
Play some combat music - the last played track will be remembered.
bool isFading() override
Fading is not used, so this returns false.
Definition: cru_music_process.h:77
Definition: music_process.h:36
void unqueueMusic() override
Clear any queued track (does not affect currently playing track)
Definition: debugger.h:37
void fadeMusic(uint16 length) override
Fading is not used, so this does nothing.
Definition: cru_music_process.h:75
bool isPlaying() override
Is a track currently playing?