#include <riven_sound.h>
Public Member Functions | |
RivenSoundManager (MohawkEngine_Riven *vm) | |
void | playSound (uint16 id, uint16 volume=255, bool playOnDraw=false) |
void | playCardSound (const Common::String &name, uint16 volume=255, bool playOnDraw=false) |
void | triggerDrawSound () |
bool | isEffectPlaying () const |
void | stopSound () |
void | playSLST (const SLSTRecord &slstRecord) |
void | stopAllSLST (bool fade=false) |
void | updateSLST () |
Sound manager for Riven
The sound manager can play simulteaneously:
The list of ambient sounds can be cross faded with the previously running ambient sounds.
void Mohawk::RivenSoundManager::playSound | ( | uint16 | id, |
uint16 | volume = 255 , |
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bool | playOnDraw = false |
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) |
Play an effect sound
id | Sound ID in the stack |
volume | Playback volume, between 0 and 255 |
playOnDraw | Start playing when the current card is drawn instead of immediately |
void Mohawk::RivenSoundManager::playCardSound | ( | const Common::String & | name, |
uint16 | volume = 255 , |
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bool | playOnDraw = false |
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) |
Play an effect sound by its resource name
void Mohawk::RivenSoundManager::triggerDrawSound | ( | ) |
Start playing the scheduled on-draw effect sound, if any. Called by the GraphicsManager.
bool Mohawk::RivenSoundManager::isEffectPlaying | ( | ) | const |
Is an effect sound currently playing?
void Mohawk::RivenSoundManager::stopSound | ( | ) |
Stop playing the current effect sound, if any
void Mohawk::RivenSoundManager::playSLST | ( | const SLSTRecord & | slstRecord | ) |
Start playing an ambient sound list
void Mohawk::RivenSoundManager::stopAllSLST | ( | bool | fade = false | ) |
Stop playing the current ambient sounds
void Mohawk::RivenSoundManager::updateSLST | ( | ) |
Update the ambient sounds for fading. Called once per frame.