/*==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 . 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==*/ ////////////////////////////////////////////////////////////////////////////// // // // plWAVClipBuffer - Helper class for writing out WAV data in a buffered // // manner, with support for clipping off the specified // // amount at the end, but without knowing beforehand // // exactly how much data we'll have. // // // // The algorithm goes something like this: we keep two buffers, both the // // size of the amount we want to clip. We then start filling in the first // // buffer, overflowing into the second buffer and wrapping back to the // // first again in a circular fashion. When we fill up one buffer and are // // about to advance to the next, we write that next buffer out. Why? // // Because we know that, even if we got no more data in, we have enough // // data in the first buffer to clip out the amount we want, so the other // // half (which will have older data, being a circular buffer) can be // // written out safely. // // // ////////////////////////////////////////////////////////////////////////////// #ifndef _plWAVClipBuffer_h #define _plWAVClipBuffer_h //// Class Definition //////////////////////////////////////////////////////// class CWaveFile; class plWAVClipBuffer { public: plWAVClipBuffer( UInt32 clipSize, CWaveFile *outFile ); ~plWAVClipBuffer(); // Inits the buffer. Can re-init if you wish void Init( UInt32 clipSize, CWaveFile *outFile ); // Writes/adds data to the buffer hsBool WriteData( UInt32 size, UInt8 *data ); // Call at the end, flushes the buffer and performs the clipping hsBool Flush( void ); protected: UInt8 *fBuffers[ 2 ]; UInt8 fWhichBuffer; // 0 or 1 UInt32 fCursor, fBufferSize; hsBool fFirstFlip, fFlushCalled; CWaveFile *fOutFile; void IShutdown( void ); }; #endif //_plWAVClipBuffer_h