1 /* ScummVM - Graphic Adventure Engine
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
26 /* Sound decoder used in engines:
27 * sword1 (PSX port of the game)
28 * sword2 (PSX port of the game)
34 #include "sound/audiostream.h"
35 #include "common/stream.h"
39 class VagStream
: public Audio::AudioStream
{
41 VagStream(Common::SeekableReadStream
*stream
, bool loop
= false, int rate
= 11025);
44 bool isStereo() const { return false; }
45 bool endOfData() const { return _stream
->pos() == _stream
->size(); }
46 int getRate() const { return _rate
; }
47 int readBuffer(int16
*buffer
, const int numSamples
);
51 Common::SeekableReadStream
*_stream
;
56 byte _samplesRemaining
;
61 } // End of namespace Sword1