You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 

162 lines
5.4 KiB

/*==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 <http://www.gnu.org/licenses/>.
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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plSoundBuffer - Quick, dirty, and highly optimized class for reading //
// in the samples of a WAV file when you're in a hurry. //
// ONLY WORKS WITH PCM (i.e. uncompressed) DATA //
// //
// Now loads data asynchronously. When fLoading is true //
// do not touch any data in the soundbuffer //
//////////////////////////////////////////////////////////////////////////////
#ifndef _plSoundBuffer_h
#define _plSoundBuffer_h
#include "pnKeyedObject/hsKeyedObject.h"
#include "plAudioCore.h"
#include "plAudioFileReader.h"
#include "pnUtils/pnUtils.h"
//// Class Definition ////////////////////////////////////////////////////////
class plUnifiedTime;
class plAudioFileReader;
class plSoundBuffer : public hsKeyedObject
{
public:
plSoundBuffer();
plSoundBuffer( const char *fileName, UInt32 flags = 0 );
~plSoundBuffer();
CLASSNAME_REGISTER( plSoundBuffer );
GETINTERFACE_ANY( plSoundBuffer, hsKeyedObject );
LINK(plSoundBuffer) link;
enum Flags
{
kIsExternal = 0x0001,
kAlwaysExternal = 0x0002,
kOnlyLeftChannel = 0x0004,
kOnlyRightChannel = 0x0008,
kStreamCompressed = 0x0010,
};
enum ELoadReturnVal
{
kSuccess,
kError,
kPending,
};
void RoundDataPos( UInt32 &pos );
virtual void Read( hsStream *s, hsResMgr *mgr );
virtual void Write( hsStream *s, hsResMgr *mgr );
plWAVHeader &GetHeader( void ) { return fHeader; }
UInt32 GetDataLength( void ) const { return fDataLength; }
void SetDataLength(unsigned length) { fDataLength = length; }
void *GetData( void ) const { return fData; }
const char *GetFileName( void ) const { return fFileName; }
hsBool IsValid( void ) const { return fValid; }
hsScalar GetDataLengthInSecs( void ) const;
void SetFileName( const char *name );
hsBool HasFlag( UInt32 flag ) { return ( fFlags & flag ) ? true : false; }
void SetFlag( UInt32 flag, hsBool yes = true ) { if( yes ) fFlags |= flag; else fFlags &= ~flag; }
// Must be called until return value is kSuccess. starts an asynchronous load first time called. returns kSuccess when finished.
ELoadReturnVal AsyncLoad( plAudioFileReader::StreamType type, unsigned length = 0 );
void UnLoad( );
plAudioCore::ChannelSelect GetReaderSelect( void ) const;
static void Init();
static void Shutdown();
plAudioFileReader * GetAudioReader(); // transfers ownership to caller
void SetAudioReader(plAudioFileReader *reader);
void SetLoaded(bool loaded);
plAudioFileReader::StreamType GetAudioReaderType() { return fStreamType; }
unsigned GetAsyncLoadLength() { return fAsyncLoadLength ? fAsyncLoadLength : fDataLength; }
// for plugins only
void SetInternalData( plWAVHeader &header, UInt32 length, UInt8 *data );
ELoadReturnVal EnsureInternal( );
void SetError() { fError = true; }
protected:
// plSoundBuffers can be two ways--they can either have a filename and no
// data, in which case they reference a file in the sfx folder, or they
// can store the data directly
void IInitBuffer();
hsBool IGrabHeaderInfo( void );
void IAddBuffers( void *base, void *toAdd, UInt32 lengthInBytes, UInt8 bitsPerSample );
void IGetFullPath( char *destStr );
UInt32 fFlags;
hsBool fValid;
UInt32 fDataRead;
char *fFileName;
bool fLoaded;
bool fLoading;
bool fError;
plAudioFileReader * fReader;
UInt8 * fData;
plWAVHeader fHeader;
UInt32 fDataLength;
UInt32 fAsyncLoadLength;
plAudioFileReader::StreamType fStreamType;
// for plugins only
plAudioFileReader *IGetReader( hsBool fullpath );
};
#endif //_plSoundBuffer_h