scummvm/engines/sherlock/sound.h

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/* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SHERLOCK_SOUND_H
#define SHERLOCK_SOUND_H
#include "common/scummsys.h"
#include "common/str.h"
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namespace Sherlock {
class SherlockEngine;
enum WaitType {
WAIT_RETURN_IMMEDIATELY = 0, WAIT_FINISH = 1, WAIT_KBD_OR_FINISH = 2
};
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class Sound {
private:
SherlockEngine *_vm;
public:
bool _digitized;
bool _music;
int _voices;
bool _soundOn;
bool _musicOn;
bool _speechOn;
bool _playingEpilogue;
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bool _diskSoundPlaying;
bool _soundPlaying;
bool *_soundIsOn;
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byte *_digiBuf;
public:
Sound(SherlockEngine *vm);
void syncSoundSettings();
void loadSound(const Common::String &name, int priority);
bool playSound(const Common::String &name, WaitType waitType = WAIT_RETURN_IMMEDIATELY);
void cacheSound(const Common::String &name, int index);
void playLoadedSound(int bufNum, int waitMode);
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void playCachedSound(int index);
void freeLoadedSounds();
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void clearCache();
void stopSound();
int loadSong(int songNumber);
void startSong();
void freeSong();
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void playMusic(const Common::String &name);
void stopMusic();
void stopSndFuncPtr(int v1, int v2);
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void waitTimerRoland(uint time);
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void freeDigiSound();
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};
} // End of namespace Sherlock
#endif