58 lines
1.8 KiB
C++
58 lines
1.8 KiB
C++
#pragma once
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#include "IAudioReference.h"
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#include "SoundTypes.h"
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#include "sound_vector.h"
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#include <string>
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#include <list>
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#include <vector>
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#include <functional>
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namespace audio {
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class ISound;
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class ISoundSource;
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extern void checkError();
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class ISoundDevice : public IAudioReference {
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public:
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virtual ISound* play2D(const ISoundSource* sound, bool loop = false, bool startPaused = false, bool priority = false) = 0;
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virtual ISound* play3D(const ISoundSource* sound, const snd_vec& at, bool loop = false, bool startPaused = false, bool priority = false) = 0;
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virtual void stopAllSounds() = 0;
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virtual void setListenerData(const snd_vec& pos, const snd_vec& vel, const snd_vec& at, const snd_vec& up) = 0;
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virtual void setVolume(float volume) = 0;
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virtual float getVolume() const = 0;
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virtual void setRolloffFactor(float rolloff) = 0;
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virtual ISoundSource* loadSound(const std::string& fileName) = 0;
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virtual ISoundSource* loadStreamingSound(const std::string& fileName) = 0;
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//Returns a unique source ID. If this ID is valid, it should be passed to freeSource() when it is no longer used.
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virtual sourceID getFreeSourceID(bool priority) = 0;
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virtual void freeSource(sourceID id) = 0;
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virtual bufferID getFreeBufferID() = 0;
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virtual void freeBuffer(bufferID id) = 0;
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virtual sourceID applyLowPassFilter(sourceID applyTo, float strength) = 0;
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virtual void freeFilter(sourceID fromSource, sourceID id) = 0;
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//Prevents alterations to the sound system until unlockSounds() is called
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virtual void lock() = 0;
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//Allows alterations to the sound system after a call to lockSounds()
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virtual void unlock() = 0;
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virtual ~ISoundDevice();
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};
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_export void enumerateDevices(std::function<void(const char*)> cb);
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_export ISoundDevice* createAudioDevice(const char* useSoundDevice = 0);
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_export ISoundDevice* createDummyAudioDevice();
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};
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