summaryrefslogtreecommitdiffhomepage
path: root/nGenEx/SoundCard.h
blob: 95fbfa698294a2bba7c28e6f7031737160f1d761 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
/*  Project nGenEx
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	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