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94 lines
3.5 KiB
94 lines
3.5 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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////////////////////////////////////////////////////////////////////////////// |
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// // |
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// plWAVClipBuffer - Helper class for writing out WAV data in a buffered // |
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// manner, with support for clipping off the specified // |
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// amount at the end, but without knowing beforehand // |
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// exactly how much data we'll have. // |
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// // |
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// The algorithm goes something like this: we keep two buffers, both the // |
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// size of the amount we want to clip. We then start filling in the first // |
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// buffer, overflowing into the second buffer and wrapping back to the // |
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// first again in a circular fashion. When we fill up one buffer and are // |
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// about to advance to the next, we write that next buffer out. Why? // |
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// Because we know that, even if we got no more data in, we have enough // |
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// data in the first buffer to clip out the amount we want, so the other // |
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// half (which will have older data, being a circular buffer) can be // |
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// written out safely. // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#ifndef _plWAVClipBuffer_h |
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#define _plWAVClipBuffer_h |
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//// Class Definition //////////////////////////////////////////////////////// |
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class CWaveFile; |
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class plWAVClipBuffer |
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{ |
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public: |
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plWAVClipBuffer( UInt32 clipSize, CWaveFile *outFile ); |
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~plWAVClipBuffer(); |
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// Inits the buffer. Can re-init if you wish |
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void Init( UInt32 clipSize, CWaveFile *outFile ); |
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// Writes/adds data to the buffer |
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hsBool WriteData( UInt32 size, UInt8 *data ); |
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// Call at the end, flushes the buffer and performs the clipping |
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hsBool Flush( void ); |
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protected: |
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UInt8 *fBuffers[ 2 ]; |
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UInt8 fWhichBuffer; // 0 or 1 |
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UInt32 fCursor, fBufferSize; |
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hsBool fFirstFlip, fFlushCalled; |
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CWaveFile *fOutFile; |
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void IShutdown( void ); |
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}; |
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#endif //_plWAVClipBuffer_h
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