scummvm/engines/grim/emi/sound/track.h
Paweł Kołodziejski 06902574b4
GRIM: Janitorial
2022-06-08 01:12:00 +02:00

106 lines
2.9 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef GRIM_SOUNDTRACK_H
#define GRIM_SOUNDTRACK_H
#include "audio/mixer.h"
#include "audio/timestamp.h"
#include "math/vector3d.h"
namespace Common {
class String;
}
namespace Audio {
class AudioStream;
class SoundHandle;
}
namespace Grim {
class SaveGame;
/**
* @class Super-class for the different codecs used in EMI
*/
class SoundTrack {
public:
enum FadeMode {
FadeNone,
FadeIn,
FadeOut
};
protected:
Common::String _soundName;
Audio::AudioStream *_stream;
Audio::SoundHandle *_handle;
Audio::Mixer::SoundType _soundType;
DisposeAfterUse::Flag _disposeAfterPlaying;
bool _paused;
bool _positioned;
Math::Vector3d _pos;
FadeMode _fadeMode;
float _fade;
float _attenuation;
int _balance;
int _volume;
int _sync;
public:
SoundTrack();
virtual ~SoundTrack();
virtual bool openSound(const Common::String &filename, const Common::String &voiceName, const Audio::Timestamp *start = nullptr) = 0;
virtual bool isPlaying() = 0;
virtual bool play();
virtual void pause();
virtual void stop();
void fadeIn() { _fadeMode = FadeIn; }
void fadeOut() { _fadeMode = FadeOut; }
void setFadeMode(FadeMode fadeMode) { _fadeMode = fadeMode; }
void setFade(float fade);
float getFade() const { return _fade; }
FadeMode getFadeMode() const { return _fadeMode; }
void setBalance(int balance);
void setVolume(int volume);
void setPosition(bool positioned, const Math::Vector3d &pos = Math::Vector3d());
void updatePosition();
void setSync(int sync) { _sync = sync; }
int getEffectiveVolume();
int getVolume() const { return _volume; }
int getBalance() const { return _balance; }
int getSync() const { return _sync; }
virtual Audio::Timestamp getPos() = 0;
Common::String getSoundName();
void setSoundName(const Common::String &name);
virtual bool hasLooped() { return false; }
virtual void setLooping(bool looping) { }
virtual bool isLooping() const { return false; }
bool isPaused() const { return _paused; }
bool isPositioned() const { return _positioned; }
Math::Vector3d getWorldPos() const { return _pos; }
Audio::Mixer::SoundType getSoundType() const { return _soundType; }
};
}
#endif