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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
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 3 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, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef plWin32StreamingSound_h
#define plWin32StreamingSound_h
#include "plWin32Sound.h"
class plDSoundBuffer;
class DSoundCallbackHandle;
class plAudioFileReader;
class plStreamingSoundThread;
class plSoundDeswizzler;
class plWin32StreamingSound : public plWin32Sound
{
public:
plWin32StreamingSound();
~plWin32StreamingSound();
CLASSNAME_REGISTER( plWin32StreamingSound );
GETINTERFACE_ANY( plWin32StreamingSound, plWin32Sound );
virtual void DeActivate();
virtual hsBool LoadSound( hsBool is3D );
virtual float GetActualTimeSec();
virtual unsigned GetByteOffset();
virtual StreamType GetStreamType() const { return fStreamType; }
virtual void SetFilename(const char *filename, bool isCompressed);
virtual void Update(); // temp
void StreamUpdate();
virtual hsBool MsgReceive( plMessage *pMsg );
protected:
float fTimeAtBufferStart;
plAudioFileReader *fDataStream;
float fBufferLengthInSecs;
uint8_t fBlankBufferFillCounter;
plSoundDeswizzler *fDeswizzler;
char fSrcFilename[ 256 ];
StreamType fStreamType;
bool fIsCompressed; // this applies only to the new sound file specified in fNewFilename, so we can play both ogg's and wav's
std::string fNewFilename; // allow the filename to be changed so we can play from a different source.
// ultimately this filename will be given to fDataBuffer, but since it's not always around we'll store it here
hsBool fStopping;
double fLastStreamingUpdate;
bool fPlayWhenStopped;
unsigned fStartPos;
float IGetTimeAtBufferStart( void ) { return fTimeAtBufferStart; }
virtual void SetStartPos(unsigned bytes);
virtual void IDerivedActuallyPlay( void );
void IActuallyStop();
virtual void ISetActualTime( double t );
virtual void IAddCallback( plEventCallbackMsg *pMsg );
virtual void IRemoveCallback( plEventCallbackMsg *pMsg );
virtual void IFreeBuffers( void );
void IStreamUpdate();
virtual plSoundBuffer::ELoadReturnVal IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental = false );
};
#endif //plWin32StreamingSound_h