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.
38 lines
1.4 KiB
C++
38 lines
1.4 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "AudioChannel.hpp"
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namespace Adept {
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//##########################################################################
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//############################# VOChannel ############################
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//##########################################################################
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class VOChannel:
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public AudioChannel
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{
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public:
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typedef AudioChannel BaseClass;
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VOChannel(int channel, int type);
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~VOChannel();
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virtual void Activate(AudioCommand *command);
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virtual void Deactivate();
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};
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}
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