mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Change all CRLF-text files to LF-text files
to match H'uru for patching
This commit is contained in:
@ -1,106 +1,106 @@
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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 plWin32StreamingSound_h
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#define plWin32StreamingSound_h
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#include "plWin32Sound.h"
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#include "../pnUtils/pnUtils.h"
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class plDSoundBuffer;
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class DSoundCallbackHandle;
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class plAudioFileReader;
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class plStreamingSoundThread;
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enum CallbackHandleType;
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class plSoundDeswizzler;
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class plWin32StreamingSound : public plWin32Sound
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{
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public:
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plWin32StreamingSound();
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~plWin32StreamingSound();
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CLASSNAME_REGISTER( plWin32StreamingSound );
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GETINTERFACE_ANY( plWin32StreamingSound, plWin32Sound );
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virtual void DeActivate();
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virtual hsBool LoadSound( hsBool is3D );
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virtual float GetActualTimeSec();
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virtual unsigned GetByteOffset();
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virtual StreamType GetStreamType() const { return fStreamType; }
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virtual void SetFilename(const char *filename, bool isCompressed);
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virtual void Update(); // temp
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void StreamUpdate();
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virtual hsBool MsgReceive( plMessage *pMsg );
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protected:
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hsScalar fTimeAtBufferStart;
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plAudioFileReader *fDataStream;
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hsScalar fBufferLengthInSecs;
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UInt8 fBlankBufferFillCounter;
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plSoundDeswizzler *fDeswizzler;
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char fSrcFilename[ 256 ];
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StreamType fStreamType;
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bool fIsCompressed; // this applies only to the new sound file specified in fNewFilename, so we can play both ogg's and wav's
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std::string fNewFilename; // allow the filename to be changed so we can play from a different source.
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// ultimately this filename will be given to fDataBuffer, but since it's not always around we'll store it here
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hsBool fStopping;
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double fLastStreamingUpdate;
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bool fPlayWhenStopped;
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unsigned fStartPos;
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hsScalar IGetTimeAtBufferStart( void ) { return fTimeAtBufferStart; }
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virtual void SetStartPos(unsigned bytes);
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virtual void IDerivedActuallyPlay( void );
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void IActuallyStop();
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virtual void ISetActualTime( double t );
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virtual void IAddCallback( plEventCallbackMsg *pMsg );
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virtual void IRemoveCallback( plEventCallbackMsg *pMsg );
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virtual void IFreeBuffers( void );
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void IStreamUpdate();
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virtual plSoundBuffer::ELoadReturnVal IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental = false );
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};
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#endif //plWin32StreamingSound_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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|
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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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|
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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
|
||||
permission to convey the resulting work. Corresponding Source for a
|
||||
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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|
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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 plWin32StreamingSound_h
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#define plWin32StreamingSound_h
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#include "plWin32Sound.h"
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#include "../pnUtils/pnUtils.h"
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class plDSoundBuffer;
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class DSoundCallbackHandle;
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class plAudioFileReader;
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class plStreamingSoundThread;
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enum CallbackHandleType;
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class plSoundDeswizzler;
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class plWin32StreamingSound : public plWin32Sound
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{
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public:
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plWin32StreamingSound();
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~plWin32StreamingSound();
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CLASSNAME_REGISTER( plWin32StreamingSound );
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GETINTERFACE_ANY( plWin32StreamingSound, plWin32Sound );
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virtual void DeActivate();
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virtual hsBool LoadSound( hsBool is3D );
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virtual float GetActualTimeSec();
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virtual unsigned GetByteOffset();
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virtual StreamType GetStreamType() const { return fStreamType; }
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virtual void SetFilename(const char *filename, bool isCompressed);
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virtual void Update(); // temp
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void StreamUpdate();
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virtual hsBool MsgReceive( plMessage *pMsg );
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protected:
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hsScalar fTimeAtBufferStart;
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plAudioFileReader *fDataStream;
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hsScalar fBufferLengthInSecs;
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UInt8 fBlankBufferFillCounter;
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plSoundDeswizzler *fDeswizzler;
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char fSrcFilename[ 256 ];
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StreamType fStreamType;
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bool fIsCompressed; // this applies only to the new sound file specified in fNewFilename, so we can play both ogg's and wav's
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std::string fNewFilename; // allow the filename to be changed so we can play from a different source.
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// ultimately this filename will be given to fDataBuffer, but since it's not always around we'll store it here
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hsBool fStopping;
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double fLastStreamingUpdate;
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bool fPlayWhenStopped;
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unsigned fStartPos;
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hsScalar IGetTimeAtBufferStart( void ) { return fTimeAtBufferStart; }
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virtual void SetStartPos(unsigned bytes);
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virtual void IDerivedActuallyPlay( void );
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void IActuallyStop();
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virtual void ISetActualTime( double t );
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virtual void IAddCallback( plEventCallbackMsg *pMsg );
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virtual void IRemoveCallback( plEventCallbackMsg *pMsg );
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virtual void IFreeBuffers( void );
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void IStreamUpdate();
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virtual plSoundBuffer::ELoadReturnVal IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental = false );
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};
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#endif //plWin32StreamingSound_h
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