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Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
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162
Sources/Plasma/PubUtilLib/plAudioCore/plSoundBuffer.h
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162
Sources/Plasma/PubUtilLib/plAudioCore/plSoundBuffer.h
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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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// plSoundBuffer - Quick, dirty, and highly optimized class for reading //
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// in the samples of a WAV file when you're in a hurry. //
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// ONLY WORKS WITH PCM (i.e. uncompressed) DATA //
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// //
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// Now loads data asynchronously. When fLoading is true //
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// do not touch any data in the soundbuffer //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plSoundBuffer_h
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#define _plSoundBuffer_h
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#include "../pnKeyedObject/hsKeyedObject.h"
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#include "plAudioCore.h"
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#include "plAudioFileReader.h"
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#include "../pnUtils/pnUtils.h"
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//// Class Definition ////////////////////////////////////////////////////////
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class plUnifiedTime;
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class plAudioFileReader;
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class plSoundBuffer : public hsKeyedObject
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{
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public:
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plSoundBuffer();
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plSoundBuffer( const char *fileName, UInt32 flags = 0 );
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~plSoundBuffer();
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CLASSNAME_REGISTER( plSoundBuffer );
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GETINTERFACE_ANY( plSoundBuffer, hsKeyedObject );
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LINK(plSoundBuffer) link;
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enum Flags
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{
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kIsExternal = 0x0001,
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kAlwaysExternal = 0x0002,
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kOnlyLeftChannel = 0x0004,
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kOnlyRightChannel = 0x0008,
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kStreamCompressed = 0x0010,
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};
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enum ELoadReturnVal
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{
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kSuccess,
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kError,
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kPending,
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};
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void RoundDataPos( UInt32 &pos );
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virtual void Read( hsStream *s, hsResMgr *mgr );
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virtual void Write( hsStream *s, hsResMgr *mgr );
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plWAVHeader &GetHeader( void ) { return fHeader; }
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UInt32 GetDataLength( void ) const { return fDataLength; }
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void SetDataLength(unsigned length) { fDataLength = length; }
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void *GetData( void ) const { return fData; }
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const char *GetFileName( void ) const { return fFileName; }
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hsBool IsValid( void ) const { return fValid; }
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hsScalar GetDataLengthInSecs( void ) const;
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void SetFileName( const char *name );
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hsBool HasFlag( UInt32 flag ) { return ( fFlags & flag ) ? true : false; }
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void SetFlag( UInt32 flag, hsBool yes = true ) { if( yes ) fFlags |= flag; else fFlags &= ~flag; }
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// Must be called until return value is kSuccess. starts an asynchronous load first time called. returns kSuccess when finished.
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ELoadReturnVal AsyncLoad( plAudioFileReader::StreamType type, unsigned length = 0 );
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void UnLoad( );
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plAudioCore::ChannelSelect GetReaderSelect( void ) const;
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static void Init();
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static void Shutdown();
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plAudioFileReader * GetAudioReader(); // transfers ownership to caller
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void SetAudioReader(plAudioFileReader *reader);
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void SetLoaded(bool loaded);
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plAudioFileReader::StreamType GetAudioReaderType() { return fStreamType; }
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unsigned GetAsyncLoadLength() { return fAsyncLoadLength ? fAsyncLoadLength : fDataLength; }
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// for plugins only
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void SetInternalData( plWAVHeader &header, UInt32 length, UInt8 *data );
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ELoadReturnVal EnsureInternal( );
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void SetError() { fError = true; }
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protected:
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// plSoundBuffers can be two ways--they can either have a filename and no
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// data, in which case they reference a file in the sfx folder, or they
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// can store the data directly
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void IInitBuffer();
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hsBool IGrabHeaderInfo( void );
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void IAddBuffers( void *base, void *toAdd, UInt32 lengthInBytes, UInt8 bitsPerSample );
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void IGetFullPath( char *destStr );
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UInt32 fFlags;
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hsBool fValid;
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UInt32 fDataRead;
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char *fFileName;
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bool fLoaded;
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bool fLoading;
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bool fError;
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plAudioFileReader * fReader;
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UInt8 * fData;
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plWAVHeader fHeader;
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UInt32 fDataLength;
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UInt32 fAsyncLoadLength;
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plAudioFileReader::StreamType fStreamType;
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// for plugins only
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plAudioFileReader *IGetReader( hsBool fullpath );
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};
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#endif //_plSoundBuffer_h
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