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136 lines
4.8 KiB
136 lines
4.8 KiB
/*==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 plWin32Sound_h |
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#define plWin32Sound_h |
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#include "hsTemplates.h" |
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#include "plSound.h" |
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#include "hsThread.h" |
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#include "plSoundEvent.h" |
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#define NUM_MAX_HANDLES 16 |
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#define REPEAT_INFINITE 0xffffffff |
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struct hsVector3; |
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class hsResMgr; |
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class plEventCallbackMsg; |
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class plSoundMsg; |
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class DSoundCallbackHandle; |
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class plSoundEvent; |
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class plDSoundBuffer; |
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class plWin32Sound : public plSound |
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{ |
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public: |
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plWin32Sound(); |
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virtual ~plWin32Sound(); |
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CLASSNAME_REGISTER( plWin32Sound ); |
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GETINTERFACE_ANY( plWin32Sound, plSound ); |
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virtual void Activate(hsBool forcePlay = false); |
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virtual void DeActivate(); |
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virtual void AddCallbacks(plSoundMsg* pMsg); |
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virtual void RemoveCallbacks(plSoundMsg* pMsg); |
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virtual plSoundMsg* GetStatus(plSoundMsg* pMsg); |
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virtual hsBool MsgReceive(plMessage* pMsg); |
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virtual void Update(); |
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virtual void SetMin(const int m); // sets minimum falloff distance |
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virtual void SetMax(const int m); // sets maximum falloff distance |
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virtual void SetConeOrientation(hsScalar x, hsScalar y, hsScalar z); |
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virtual void SetOuterVolume( const int v ); // volume for the outer cone (if applicable) |
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virtual void SetConeAngles( int inner, int outer ); |
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virtual void SetPosition(const hsPoint3 pos); |
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virtual void SetVelocity(const hsVector3 vel); |
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enum ChannelSelect |
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{ |
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kLeftChannel, |
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kRightChannel |
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}; |
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// Selects a channel source from a multi-channel (stereo) file. Ignored if source is mono |
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void SetChannelSelect( ChannelSelect source ) { fChannelSelect = (UInt8)source; } |
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virtual UInt8 GetChannelSelect( void ) const { return fChannelSelect; } |
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protected: |
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plDSoundBuffer * fDSoundBuffer; |
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hsBool fFailed; |
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hsBool fPositionInited, fAwaitingPosition; |
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hsBool fReallyPlaying; |
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UInt32 fTotalBytes; |
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hsBool fWasPlaying; |
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UInt8 fChannelSelect; // For selecting a mono channel from a stereo file |
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hsTArray<plSoundEvent *> fSoundEvents; |
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virtual void ISetActualVolume(const float v); |
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virtual void IActuallyStop( void ); |
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virtual hsBool IActuallyPlaying( void ) { return fReallyPlaying; } |
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virtual void IActuallyPlay( void ); |
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virtual void IFreeBuffers( void ); |
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virtual hsBool IActuallyLoaded( void ) { return ( fDSoundBuffer != nil ) ? true : false; } |
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// Override to make sure the buffer is available before the base class is called |
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virtual void IRefreshParams( void ); |
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virtual void IDerivedActuallyPlay( void ) = 0; |
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virtual void IAddCallback( plEventCallbackMsg *pMsg ); |
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virtual void IRemoveCallback( plEventCallbackMsg *pMsg ); |
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plSoundEvent *IFindEvent( plSoundEvent::Types type, UInt32 bytePos = 0 ); |
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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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virtual void IRefreshEAXSettings( hsBool force = false ); |
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}; |
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#endif //plWin32Sound_h
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