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100 lines
3.6 KiB
100 lines
3.6 KiB
14 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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13 years ago
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Copyright (C) 2011 Cyan Worlds, Inc.
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14 years ago
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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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14 years ago
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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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// plWin32GroupedSound - Grouped version of a static sound. Lots of short //
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// sounds stored in the buffer, all share the same //
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// DSound playback buffer and only one plays at a //
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// time. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef plWin32GroupedSound_h
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#define plWin32GroupedSound_h
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#include "plWin32StaticSound.h"
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class hsResMgr;
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class plDSoundBuffer;
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class plEventCallbackMsg;
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#include "plSoundEvent.h"
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class plWin32GroupedSound : public plWin32StaticSound
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{
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public:
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plWin32GroupedSound();
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~plWin32GroupedSound();
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CLASSNAME_REGISTER( plWin32GroupedSound );
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GETINTERFACE_ANY( plWin32GroupedSound, plWin32StaticSound );
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virtual hsBool LoadSound( hsBool is3D );
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virtual hsBool MsgReceive( plMessage *pMsg );
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void SetPositionArray( UInt16 numSounds, UInt32 *posArray, hsScalar *volumeArray );
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hsScalar GetSoundLength( Int16 soundIndex );
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virtual double GetLength() { return GetSoundLength( fCurrentSound ); }
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protected:
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UInt16 fCurrentSound;
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UInt32 fCurrentSoundLength;
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hsTArray<UInt32> fStartPositions; // In bytes
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hsTArray<hsScalar> fVolumes;
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// Some extra handy info for us
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UInt8 fNumDestChannels, fNumDestBytesPerSample;
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virtual void IDerivedActuallyPlay( void );
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virtual void IRead( hsStream *s, hsResMgr *mgr );
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virtual void IWrite( hsStream *s, hsResMgr *mgr );
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UInt32 IGetSoundByteLength( Int16 soundIndex );
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void IFillCurrentSound( Int16 newCurrent = -1 );
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// Abstracting a few things here for the incidentalMgr
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virtual void * IGetDataPointer( void ) const;
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virtual UInt32 IGetDataLength( void ) const;
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};
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#endif //plWin32GroupedSound_h
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