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/* Starshatter OpenSource Distribution
Copyright (c) 1997-2004, Destroyer Studios LLC.
All Rights Reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name "Destroyer Studios" nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
SUBSYSTEM: nGenEx.lib
FILE: SoundCard.h
AUTHOR: John DiCamillo
OVERVIEW
========
Abstract Audio Output class (hides details of DirectSound)
*/
#ifndef SoundCard_h
#define SoundCard_h
#include "Types.h"
#include "List.h"
#include "ThreadSync.h"
// +--------------------------------------------------------------------+
class Sound;
class Camera;
struct Vec3;
// +--------------------------------------------------------------------+
class SoundCard
{
public:
static const char* TYPENAME() { return "SoundCard"; }
SoundCard();
virtual ~SoundCard();
enum SoundStatus { SC_UNINITIALIZED,
SC_OK,
SC_ERROR,
SC_BAD_PARAM };
SoundStatus Status() const { return status; }
// Format of the sound card's primary buffer:
virtual bool GetFormat(LPWAVEFORMATEX format) { return false; }
virtual bool SetFormat(LPWAVEFORMATEX format) { return false; }
virtual bool SetFormat(int bits, int channels, int hertz) { return false; }
virtual bool Pause() { return false; }
virtual bool Resume() { return false; }
virtual bool StopSoundEffects() { return false; }
// Get a blank, writable sound buffer:
virtual Sound* CreateSound(DWORD flags, LPWAVEFORMATEX format) { return 0; }
// Create a sound resource:
virtual Sound* CreateSound(DWORD flags, LPWAVEFORMATEX format,
DWORD len, LPBYTE data) { return 0; }
// once per frame:
virtual void Update();
virtual void SetListener(const Camera& cam, const Vec3& vel) { }
virtual DWORD UpdateThread();
virtual void AddSound(Sound* s);
protected:
bool shutdown;
HANDLE hthread;
SoundStatus status;
List<Sound> sounds;
ThreadSync sync;
};
#endif // SoundCard_h
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