/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * 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. * */ #include "engines/grim/grim.h" #include "engines/grim/imuse/imuse.h" #include "engines/grim/emi/sound/emisound.h" #include "engines/grim/sound.h" namespace Grim { SoundPlayer *g_sound = nullptr; bool SoundPlayer::startVoice(const char *soundName, int volume, int pan) { if (g_grim->getGameType() == GType_GRIM) return g_imuse->startVoice(soundName, volume, pan); else return g_emiSound->startVoice(soundName, volume, pan); } bool SoundPlayer::getSoundStatus(const char *soundName) { if (g_grim->getGameType() == GType_GRIM) return g_imuse->getSoundStatus(soundName); else return g_emiSound->getSoundStatus(soundName); } void SoundPlayer::stopSound(const char *soundName) { if (g_grim->getGameType() == GType_GRIM) { g_imuse->stopSound(soundName); return; } else { g_emiSound->stopSound(soundName); } } int32 SoundPlayer::getPosIn16msTicks(const char *soundName) { if (g_grim->getGameType() == GType_GRIM) return g_imuse->getPosIn16msTicks(soundName); else return g_emiSound->getPosIn16msTicks(soundName); } void SoundPlayer::setVolume(const char *soundName, int volume) { if (g_grim->getGameType() == GType_GRIM) { g_imuse->setVolume(soundName, volume); } else { g_emiSound->setVolume(soundName, volume); } } void SoundPlayer::setPan(const char *soundName, int pan) { if (g_grim->getGameType() == GType_GRIM) { g_imuse->setPan(soundName, pan); } else { g_emiSound->setPan(soundName, pan); } } void SoundPlayer::setMusicState(int stateId) { if (g_grim->getGameType() == GType_GRIM) { g_imuse->setMusicState(stateId); } else { g_emiSound->setMusicState(stateId); } } void SoundPlayer::flushTracks() { if (g_grim->getGameType() == GType_GRIM) { g_imuse->flushTracks(); } else { g_emiSound->flushTracks(); } } void SoundPlayer::restoreState(SaveGame *savedState) { if (g_grim->getGameType() == GType_GRIM) { g_imuse->restoreState(savedState); } else { g_emiSound->restoreState(savedState); } } void SoundPlayer::saveState(SaveGame *savedState) { if (g_grim->getGameType() == GType_GRIM) { g_imuse->saveState(savedState); } else { g_emiSound->saveState(savedState); } } } // end of namespace Grim