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449 lines
9.8 KiB
449 lines
9.8 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////
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//
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// pyAudioControl - a wrapper class all the audio control functions
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//
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//////////////////////////////////////////////////////////////////////
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#include "pyAudioControl.h"
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#include "../plAudio/plAudioSystem.h"
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#include "../plAudio/plVoiceChat.h"
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#include "../plAudio/plWinMicLevel.h"
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#include "../plAudio/plAudioCaps.h"
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// Sets the master volume of a given audio channel
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void pyAudioControl::SetSoundFXVolume( hsScalar volume )
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kSoundFX;
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// make sure the volume is within range
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if( volume > 1.f )
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volume = 1.f;
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else if( volume < 0.f )
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volume = 0.f;
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plgAudioSys::SetChannelVolume( chan, volume );
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}
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void pyAudioControl::SetMusicVolume( hsScalar volume )
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kBgndMusic;
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// make sure the volume is within range
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if( volume > 1.f )
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volume = 1.f;
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else if( volume < 0.f )
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volume = 0.f;
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plgAudioSys::SetChannelVolume( chan, volume );
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}
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void pyAudioControl::SetVoiceVolume( hsScalar volume )
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kVoice;
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// make sure the volume is within range
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if( volume > 1.f )
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volume = 1.f;
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else if( volume < 0.f )
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volume = 0.f;
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plgAudioSys::SetChannelVolume( chan, volume );
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}
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void pyAudioControl::SetAmbienceVolume( hsScalar volume )
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kAmbience;
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// make sure the volume is within range
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if( volume > 1.f )
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volume = 1.f;
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else if( volume < 0.f )
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volume = 0.f;
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plgAudioSys::SetChannelVolume( chan, volume );
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}
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void pyAudioControl::SetGUIVolume( hsScalar volume )
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kGUI;
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// make sure the volume is within range
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if( volume > 1.f )
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volume = 1.f;
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else if( volume < 0.f )
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volume = 0.f;
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plgAudioSys::SetChannelVolume( chan, volume );
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}
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void pyAudioControl::SetNPCVoiceVolume( hsScalar volume )
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kNPCVoice;
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// make sure the volume is within range
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if( volume > 1.f )
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volume = 1.f;
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else if( volume < 0.f )
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volume = 0.f;
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plgAudioSys::SetChannelVolume( chan, volume );
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}
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hsScalar pyAudioControl::GetSoundFXVolume()
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kSoundFX;
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return plgAudioSys::GetChannelVolume(chan);
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}
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hsScalar pyAudioControl::GetMusicVolume()
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kBgndMusic;
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return plgAudioSys::GetChannelVolume(chan);
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}
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hsScalar pyAudioControl::GetVoiceVolume()
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kVoice;
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return plgAudioSys::GetChannelVolume(chan);
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}
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hsScalar pyAudioControl::GetAmbienceVolume()
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kAmbience;
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return plgAudioSys::GetChannelVolume(chan);
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}
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hsScalar pyAudioControl::GetGUIVolume()
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kGUI;
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return plgAudioSys::GetChannelVolume(chan);
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}
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hsScalar pyAudioControl::GetNPCVoiceVolume()
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{
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plgAudioSys::ASChannel chan;
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chan = plgAudioSys::kNPCVoice;
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return plgAudioSys::GetChannelVolume(chan);
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}
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// Switch DirectX Audio on or off at runtime
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void pyAudioControl::Enable()
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{
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plgAudioSys::Activate(true);
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}
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void pyAudioControl::Disable()
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{
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plgAudioSys::Activate(false);
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}
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hsBool pyAudioControl::IsEnabled()
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{
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return plgAudioSys::Active();
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}
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// Enable or disable load-on-demand for sounds
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void pyAudioControl::SetLoadOnDemand( hsBool state )
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{
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plSound::SetLoadOnDemand(state);
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}
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// Enables or disables two-stage LOD, where sounds can be loaded into RAM but not into sound buffers.
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// ...Less of a performance hit, harder on memory.
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void pyAudioControl::SetTwoStageLOD( hsBool state )
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{
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// For two-stage LOD, we want to disable LoadFromDiskOnDemand, so that we'll load into RAM at startup but not
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// into sound buffers until demanded to do so. Enabling LoadFromDiskOnDemand basically conserves as much memory
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// as possible
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plSound::SetLoadFromDiskOnDemand( !state );
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}
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// Enable audio hardware acceleration
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void pyAudioControl::UseHardwareAcceleration( hsBool state )
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{
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plgAudioSys::SetUseHardware(state);
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}
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hsBool pyAudioControl::IsHardwareAccelerated()
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{
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return plgAudioSys::Hardware();
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}
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// Enable EAX sound acceleration (requires hardware acceleration)
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void pyAudioControl::UseEAXAcceleration( hsBool state )
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{
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plgAudioSys::EnableEAX(state);
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}
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hsBool pyAudioControl::IsUsingEAXAcceleration()
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{
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return plgAudioSys::UsingEAX();
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}
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// Mute or unmute all sounds
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void pyAudioControl::MuteAll()
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{
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plgAudioSys::SetMuted(true);
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}
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void pyAudioControl::UnmuteAll()
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{
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plgAudioSys::SetMuted(false);
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}
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hsBool pyAudioControl::IsMuted()
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{
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return plgAudioSys::IsMuted();
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}
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hsBool pyAudioControl::SupportEAX(const char *deviceName)
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{
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return plgAudioSys::SupportsEAX(deviceName);
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}
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//------------------------
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// Voice Settings
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// Sets the microphone volume, in the range of 0 to 1
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hsBool pyAudioControl::CanSetMicLevel()
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{
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return plWinMicLevel::CanSetLevel();
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}
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void pyAudioControl::SetMicLevel( hsScalar level )
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{
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// make sure the volume is within range
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if( level > 1.f )
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level = 1.f;
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else if( level < 0.f )
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level = 0.f;
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if( CanSetMicLevel() )
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plWinMicLevel::SetLevel( level );
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}
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hsScalar pyAudioControl::GetMicLevel()
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{
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return plWinMicLevel::GetLevel();
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}
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// turn voice recording on or off
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void pyAudioControl::EnableVoiceRecording( hsBool state )
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{
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plVoiceRecorder::EnableRecording(state);
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}
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hsBool pyAudioControl::IsVoiceRecordingEnabled()
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{
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return plVoiceRecorder::RecordingEnabled();
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}
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// turn voice compression on and off
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void pyAudioControl::EnableVoiceCompression( hsBool state )
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{
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}
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hsBool pyAudioControl::IsVoiceCompressionEnabled()
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{
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return true;
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}
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// turn voice-over-net on and off
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void pyAudioControl::EnableVoiceNetBroadcast( hsBool state )
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{
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//plWinRecorder::EnableNetVoice(state);
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}
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hsBool pyAudioControl::IsVoiceNetBroadcastEnabled()
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{
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return true;
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}
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void pyAudioControl::EnableVoiceChat(hsBool enable)
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{
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plVoicePlayer::Enable(enable);
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}
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// turn voice recording icons on and off
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void pyAudioControl::ShowIcons()
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{
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plVoiceRecorder::EnableIcons(true);
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}
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void pyAudioControl::HideIcons()
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{
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plVoiceRecorder::EnableIcons(false);
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}
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// turn push-to-talk on or off
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void pyAudioControl::PushToTalk( hsBool state )
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{
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plVoiceRecorder::EnablePushToTalk(state);
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}
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// Set the squelch level
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void pyAudioControl::SquelchLevel( hsScalar level )
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{
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plVoiceRecorder::SetSquelch(level);
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}
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// Adjust voice packet frame size
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void pyAudioControl::RecordFrame( Int32 size )
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{
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}
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// Set the sample rate for recording
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void pyAudioControl::RecordSampleRate( Int32 sample_rate )
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{
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}
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UInt8 pyAudioControl::GetPriorityCutoff( void )
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{
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return plgAudioSys::GetPriorityCutoff();
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}
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void pyAudioControl::SetPriorityCutoff( UInt8 cut )
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{
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plgAudioSys::SetPriorityCutoff( cut );
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}
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void pyAudioControl::SetAudioSystemMode(int mode)
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{
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switch (mode)
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{
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case plgAudioSys::kDisabled:
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plgAudioSys::SetAudioMode(plgAudioSys::kDisabled);
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break;
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case plgAudioSys::kSoftware:
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plgAudioSys::SetAudioMode(plgAudioSys::kSoftware);
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break;
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case plgAudioSys::kHardware:
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plgAudioSys::SetAudioMode(plgAudioSys::kHardware);
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break;
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case plgAudioSys::kHardwarePlusEAX:
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plgAudioSys::SetAudioMode(plgAudioSys::kHardwarePlusEAX);
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break;
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default:
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break;
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}
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}
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int pyAudioControl::GetAudioSystemMode()
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{
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return plgAudioSys::GetAudioMode();
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}
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int pyAudioControl::GetHighestAudioMode()
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{
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int highestMode = plgAudioSys::kDisabled;
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plAudioCaps caps = plAudioCapsDetector::Detect();
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if ( caps.IsEAXAvailable() )
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{
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highestMode = plgAudioSys::kHardwarePlusEAX;
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}
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else
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{
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if ( 1 ) // This is taken care of in the audio system
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{
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highestMode = plgAudioSys::kHardware;
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}
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else
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{
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if ( caps.IsAvailable() )
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{
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highestMode = plgAudioSys::kSoftware;
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}
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}
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}
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return highestMode;
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}
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int pyAudioControl::GetNumAudioDevices()
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{
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return plgAudioSys::GetNumAudioDevices();
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}
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const char *pyAudioControl::GetAudioDeviceName(int index)
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{
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return plgAudioSys::GetAudioDeviceName(index);
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}
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void pyAudioControl::SetDeviceName(const char *device, bool restart)
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{
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plgAudioSys::SetDeviceName(device, restart);
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}
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const char * pyAudioControl::GetDeviceName()
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{
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return plgAudioSys::GetDeviceName();
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14 years ago
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}
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