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69 lines
2.4 KiB
C++
69 lines
2.4 KiB
C++
/* 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
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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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*
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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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_SOUNDMGR_H
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#define WINTERMUTE_BASE_SOUNDMGR_H
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#include "engines/wintermute/coll_templ.h"
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#include "engines/wintermute/base/base.h"
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#include "audio/mixer.h"
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#include "common/array.h"
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namespace Wintermute {
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class BaseSoundBuffer;
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class BaseSoundMgr : public BaseClass {
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public:
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float posToPan(int x, int y);
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bool resumeAll();
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bool pauseAll(bool includingMusic = true);
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bool cleanup();
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//DECLARE_PERSISTENT(BaseSoundMgr, BaseClass);
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byte getMasterVolumePercent();
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byte getMasterVolume();
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bool setMasterVolumePercent(byte percent);
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byte getVolumePercent(Audio::Mixer::SoundType type);
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bool setVolumePercent(Audio::Mixer::SoundType type, byte percent);
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bool setVolume(Audio::Mixer::SoundType type, int volume);
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int32 _volumeMaster;
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bool removeSound(BaseSoundBuffer *sound);
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BaseSoundBuffer *addSound(const Common::String &filename, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType, bool streamed = false);
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bool addSound(BaseSoundBuffer *sound, Audio::Mixer::SoundType type = Audio::Mixer::kSFXSoundType);
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bool initialize();
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bool _soundAvailable;
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BaseSoundMgr(BaseGame *inGame);
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~BaseSoundMgr() override;
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Common::Array<BaseSoundBuffer *> _sounds;
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void saveSettings();
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private:
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int32 _volumeMasterPercent; // Necessary to avoid round-offs.
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bool setMasterVolume(byte percent);
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};
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} // End of namespace Wintermute
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#endif
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