Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
//===========================================================================//
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// File: audiorenderer.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 03/22/99 SMJ Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1999, Microsoft Corporation //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "Adept.hpp"
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#include "AudioSample.hpp"
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namespace Adept {
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class AudioCommand;
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//##########################################################################
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//############################ AudioChannel ##########################
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//##########################################################################
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class AudioChannel:
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public Stuff::Plug
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{
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public:
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typedef Stuff::Plug BaseClass;
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static void InitializeClass();
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static void TerminateClass();
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static ClassData *DefaultData;
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void TestInstance() const;
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AudioChannel(ClassData *class_data, int channel, int type, DWORD properties);
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~AudioChannel();
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virtual void Activate(AudioCommand *command);
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virtual void Deactivate();
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void SetSample(AudioSample *sample);
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AudioSample *GetCurrentSample()
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{Check_Object(this); return m_sample;}
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void Play(AudioCommand *command);
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void Stop();
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void SetVolume();
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virtual void Execute(Stuff::Time till);
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gosAudio_PlayMode GetPlayMode()
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{Check_Object(this); return m_playMode;}
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AudioSample *m_sample;
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AudioCommand *m_command;
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int m_channel, m_type;
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const DWORD m_properties;
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gosAudio_PlayMode m_playMode;
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Stuff::Time m_startTime;
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Stuff::Scalar m_energy, m_volume;
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};
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}
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