Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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#include "munga.h"
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#pragma hdrstop
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#include "audtime.h"
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#include "app.h"
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#include "audrend.h"
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//#############################################################################
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//############################# AudioTime ###############################
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//#############################################################################
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const AudioTime AudioTime::Null;
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//
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//#############################################################################
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//#############################################################################
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//
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Logical AudioTime::TestInstance() const
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{
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return True;
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AudioTime AudioTime::Now()
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{
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Check(application);
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Check(application->GetAudioRenderer());
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return AudioTime(application->GetAudioRenderer()->GetAudioFrameCount());
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}
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//
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//#############################################################################
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//#############################################################################
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//
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AudioFrameCount AudioTime::Seconds_To_Frames(Scalar seconds) const
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{
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Check(application);
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Check(application->GetAudioRenderer());
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return (seconds * application->GetAudioRenderer()->GetCalibrationRate() + 0.5f);
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}
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//
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//#############################################################################
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//#############################################################################
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//
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Scalar AudioTime::Frames_To_Seconds(AudioFrameCount frames) const
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{
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Check(application);
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Check(application->GetAudioRenderer());
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return ((Scalar)frames / application->GetAudioRenderer()->GetCalibrationRate());
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}
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