Archival snapshot of the Virtual World Entertainment Tesla cockpit software, 1994-1996: MUNGA engine and L4 pod layer source (Borland C++ 5.0), BT/RP game code, and game content (models, audio, maps, gauges, Division renderer data). Includes third-party libraries: Division dVS/DPL graphics, HMI SOS audio, WATTCP networking. Files are preserved byte-for-byte (.gitattributes disables all line-ending conversion). README.md documents the layout, target hardware, and toolchain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
280 lines
6.5 KiB
C++
280 lines
6.5 KiB
C++
//===========================================================================//
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// File: audtime.hpp //
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// Project: MUNGA Brick: Audio Renderer //
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// Contents: Interface declarations for AudioTim //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 05/08/96 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, Virtual World Entertainment, Inc. //
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// PROPRIETARY AND CONFIDENTIAL //
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//===========================================================================//
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#if !defined(AUDTIME_HPP)
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# define AUDTIME_HPP
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# if !defined(SCALAR_HPP)
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# include <scalar.hpp>
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# endif
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# if !defined(AUDIO_HPP)
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# include <audio.hpp>
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# endif
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//##########################################################################
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//########################## AudioTime ###############################
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//##########################################################################
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class AudioTime SIGNATURED
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Construction, Destruction, and Testing
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//
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public:
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AudioTime();
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AudioTime(const AudioTime&);
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AudioTime(Scalar seconds);
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AudioTime(AudioFrameCount frame_count);
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~AudioTime();
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Logical
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TestInstance() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Assignment
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//
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public:
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AudioTime&
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operator=(const AudioTime&);
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AudioTime&
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operator=(Scalar seconds);
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AudioTime&
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operator=(AudioFrameCount frame_count);
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operator Scalar() const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Logical Operators
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//
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public:
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Logical
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operator<(const AudioTime&) const;
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Logical
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operator<=(const AudioTime&) const;
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Logical
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operator>(const AudioTime&) const;
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Logical
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operator>=(const AudioTime&) const;
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Logical
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operator==(const AudioTime&) const;
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Logical
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operator!=(const AudioTime&) const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Addition Operators
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//
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public:
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operator AudioFrameCount() const;
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AudioTime
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operator+(const AudioTime&) const;
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AudioTime
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operator-(const AudioTime&) const;
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AudioTime&
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operator+=(const AudioTime &t);
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AudioTime&
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operator-=(const AudioTime &t);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Public Constants
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//
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public:
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static const AudioTime
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Null;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Current Time
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//
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public:
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static AudioTime
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Now();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Methods
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//
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private:
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AudioFrameCount
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Seconds_To_Frames(Scalar seconds) const;
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Scalar
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Frames_To_Seconds(AudioFrameCount frames) const;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Private Data
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//
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private:
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AudioFrameCount
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frameCount;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AudioTime inlines ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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// Construction, Destruction, and Testing
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//
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inline AudioTime::AudioTime():
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frameCount(NullAudioFrameCount)
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{
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}
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inline AudioTime::AudioTime(const AudioTime &audio_time):
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frameCount(audio_time.frameCount)
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{
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}
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inline AudioTime::AudioTime(Scalar seconds)
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{
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frameCount = Seconds_To_Frames(seconds);
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}
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inline AudioTime::AudioTime(AudioFrameCount frame_count):
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frameCount(frame_count)
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{
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}
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inline AudioTime::~AudioTime()
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{
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}
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//
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// Assignment
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//
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inline AudioTime&
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AudioTime::operator=(const AudioTime &audio_time)
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{
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Check(this);
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Check(&audio_time);
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frameCount = audio_time.frameCount;
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return *this;
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}
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inline AudioTime&
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AudioTime::operator=(Scalar seconds)
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{
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Check(this);
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frameCount = Seconds_To_Frames(seconds);
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return *this;
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}
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inline AudioTime&
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AudioTime::operator=(AudioFrameCount frame_count)
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{
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Check(this);
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frameCount = frame_count;
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return *this;
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}
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inline
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AudioTime::operator Scalar() const
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{
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Check(this);
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return Frames_To_Seconds(frameCount);
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}
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//
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// Logical Operators
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//
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inline Logical
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AudioTime::operator<(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount < audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator<=(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount <= audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator>(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount > audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator>=(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount >= audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator==(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount == audio_time.frameCount;
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}
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inline Logical
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AudioTime::operator!=(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return frameCount != audio_time.frameCount;
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}
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//
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// Addition Operators
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//
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inline AudioTime::operator AudioFrameCount() const
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{
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Check(this);
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return frameCount;
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}
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inline AudioTime
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AudioTime::operator+(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return AudioTime(frameCount + audio_time.frameCount);
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}
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inline AudioTime
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AudioTime::operator-(const AudioTime &audio_time) const
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{
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Check(this);
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Check(&audio_time);
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return AudioTime(frameCount - audio_time.frameCount);
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}
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inline AudioTime&
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AudioTime::operator+=(const AudioTime &audio_time)
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{
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Check(this);
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Check(&audio_time);
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frameCount += audio_time.frameCount;
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return *this;
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}
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inline AudioTime&
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AudioTime::operator-=(const AudioTime &audio_time)
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{
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Check(this);
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Check(&audio_time);
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frameCount -= audio_time.frameCount;
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return *this;
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}
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#endif
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