ddnet/src/engine/client/sound.h

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#ifndef ENGINE_CLIENT_SOUND_H
#define ENGINE_CLIENT_SOUND_H
#include <engine/sound.h>
class CSound : public IEngineSound
{
int m_SoundEnabled;
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public:
IEngineGraphics *m_pGraphics;
IStorage *m_pStorage;
virtual int Init();
int Update();
int Shutdown();
int AllocID();
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static void RateConvert(int SampleID);
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// TODO: Refactor: clean this mess up
static IOHANDLE ms_File;
static int ReadData(void *pBuffer, int Size);
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static int DecodeWV(int SampleID, const void *pData, unsigned DataSize);
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virtual bool IsSoundEnabled() { return m_SoundEnabled != 0; }
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virtual int LoadWV(const char *pFilename);
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virtual int LoadWVFromMem(const void *pData, unsigned DataSize);
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virtual void UnloadSample(int SampleID);
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virtual float GetSampleDuration(int SampleID); // in s
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virtual void SetListenerPos(float x, float y);
virtual void SetChannel(int ChannelID, float Vol, float Pan);
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virtual void SetVoiceVolume(CVoiceHandle Voice, float Volume);
virtual void SetVoiceMaxDistance(CVoiceHandle Voice, int Distance);
virtual void SetVoiceLocation(CVoiceHandle Voice, float x, float y);
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virtual void SetVoiceTimeOffset(CVoiceHandle Voice, float offset); // in s
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CVoiceHandle Play(int ChannelID, int SampleID, int Flags, float x, float y);
virtual CVoiceHandle PlayAt(int ChannelID, int SampleID, int Flags, float x, float y);
virtual CVoiceHandle Play(int ChannelID, int SampleID, int Flags);
virtual void Stop(int SampleID);
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virtual void StopAll();
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virtual void StopVoice(CVoiceHandle Voice);
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};
#endif