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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
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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