Hooked up the pathfinder so that it seems to work. Animation opcode 0x12.
[scummvm-innocent.git] / sound / vag.h
blobf6f79d2b814c4a75e09c7c3e5de34f99e9757ec5
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.
21 * $URL$
22 * $Id$
26 /* Sound decoder used in engines:
27 * sword1 (PSX port of the game)
28 * sword2 (PSX port of the game)
31 #ifndef SOUND_VAG_H
32 #define SOUND_VAG_H
34 #include "sound/audiostream.h"
35 #include "common/stream.h"
37 namespace Audio {
39 class VagStream : public Audio::AudioStream {
40 public:
41 VagStream(Common::SeekableReadStream *stream, bool loop = false, int rate = 11025);
42 ~VagStream();
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);
48 void rewind();
50 private:
51 Common::SeekableReadStream *_stream;
53 bool _loop;
54 byte _predictor;
55 double _samples[28];
56 byte _samplesRemaining;
57 int _rate;
58 double _s1, _s2;
61 } // End of namespace Sword1
63 #endif