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Use libopus for decoding Audio
This commit is contained in:
committed by
Florian Meißner
parent
a36d8b51e7
commit
9de5c4db54
@ -23,6 +23,7 @@ set(plAudio_SOURCES
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plWin32StaticSound.cpp
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plWin32StreamingSound.cpp
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plWinMicLevel.cpp
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plWin32VideoSound.cpp
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)
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set(plAudio_HEADERS
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@ -40,6 +41,7 @@ set(plAudio_HEADERS
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plWin32StaticSound.h
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plWin32StreamingSound.h
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plWinMicLevel.h
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plWin32VideoSound.h
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)
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add_library(plAudio STATIC ${plAudio_SOURCES} ${plAudio_HEADERS})
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69
Sources/Plasma/PubUtilLib/plAudio/plWin32VideoSound.cpp
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69
Sources/Plasma/PubUtilLib/plAudio/plWin32VideoSound.cpp
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@ -0,0 +1,69 @@
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#include <iostream>
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#include <fstream>
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#include "hsResMgr.h"
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#include "plFormat.h"
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#include "plDSoundBuffer.h"
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#include "plWin32VideoSound.h"
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static int uniqueID = 0;
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plWin32VideoSound::plWin32VideoSound() : plWin32Sound()
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{
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plWAVHeader header;
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header.fFormatTag = 0x1;
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header.fNumChannels = 1;
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header.fBitsPerSample = 16;
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fDSoundBuffer = new plDSoundBuffer(0, header, false, false, false, true);
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fDSoundBuffer->SetupVoiceSource();
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uniqueID++;
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hsgResMgr::ResMgr()->NewKey(plFormat("videosound#{}", uniqueID), this, plLocation::kGlobalFixedLoc);
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fSoftVolume = 1.0f;
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}
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plWin32VideoSound::~plWin32VideoSound()
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{
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delete fDSoundBuffer;
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}
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void plWin32VideoSound::UpdateSoundBuffer(unsigned char* buffer, size_t size)
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{
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unsigned int bufferID = 0;
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if (fDSoundBuffer->GetAvailableBufferId(&bufferID))
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{
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fDSoundBuffer->VoiceFillBuffer(buffer, size, bufferID);
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IActuallyPlay();
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}
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}
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void plWin32VideoSound::IDerivedActuallyPlay()
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{
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if (!fDSoundBuffer->IsPlaying())
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fDSoundBuffer->Play();
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}
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bool plWin32VideoSound::LoadSound(bool is3D)
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{
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hsAssert(false, "unimplemented cause unnecessary for this class");
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return false;
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}
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void plWin32VideoSound::SetStartPos(unsigned bytes)
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{
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//do nothing
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hsAssert(false, "unimplemented cause unnecessary for this class");
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}
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float plWin32VideoSound::GetActualTimeSec()
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{
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hsAssert(false, "unimplemented cause unnecessary for this class");
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return 0;
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}
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void plWin32VideoSound::ISetActualTime(double t)
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{
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hsAssert(false, "unimplemented cause unnecessary for this class");
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}
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63
Sources/Plasma/PubUtilLib/plAudio/plWin32VideoSound.h
Normal file
63
Sources/Plasma/PubUtilLib/plAudio/plWin32VideoSound.h
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@ -0,0 +1,63 @@
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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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#ifndef plWin32VideoSound_h
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#define plWin32VideoSound_h
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#include "plWin32Sound.h"
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class plWin32VideoSound : public plWin32Sound
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{
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public:
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plWin32VideoSound();
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virtual ~plWin32VideoSound();
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void UpdateSoundBuffer(unsigned char* buffer, size_t size);
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protected:
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void IDerivedActuallyPlay(void);
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bool LoadSound(bool is3D);
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void SetStartPos(unsigned bytes);
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float GetActualTimeSec();
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void ISetActualTime(double t);
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};
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#endif
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