/* (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. */ #ifndef ENGINE_CLIENT_SOUND_H #define ENGINE_CLIENT_SOUND_H #include #include #include #include class CSound : public IEngineSound { public: IEngineGraphics *m_pGraphics; IStorage *m_pStorage; virtual int Init(); int Update(); int Shutdown(); int AllocId(); static void RateConvert(int SampleId); // TODO: Refactor: clean this mess up static IOHANDLE ms_File; static int ReadData(void *pBuffer, int Size); virtual int LoadWV(const char *pFilename); virtual void SetListenerPos(float x, float y); virtual void SetChannel(int ChannelId, float Vol, float Pan); int Play(int ChannelId, int SampleId, int Flags, float x, float y); virtual int PlayAt(int ChannelId, int SampleId, int Flags, float x, float y); virtual int Play(int ChannelId, int SampleId, int Flags); virtual void Stop(int VoiceId); virtual void StopAll(); }; #endif