Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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63
GameTools/SoundLib/MusicBuffer.h
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63
GameTools/SoundLib/MusicBuffer.h
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#ifndef _MusicBuffer_H_
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#define _MusicBuffer_H_
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#include "SoundObject.h"
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#include "SoundGlobal.h"
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#include "STL.h"
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typedef struct _DS3DBUFFER DS3DBUFFER;
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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class CMusicBuffer : public ISoundObject
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{
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protected:
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IDirectMusicSegment8 * m_pSegment;
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IDirectMusicAudioPath8* m_pAudioPath;
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IDirectSound3DBuffer * m_pDS3DBuffer;
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DS3DBUFFER * m_p3DBufferParam;
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CDirectMusic * m_pDMusic;
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string * m_pstrFilename;
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protected:
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CMusicBuffer();
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virtual ~CMusicBuffer();
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friend CMusicBuffer * NewMusicBuffer();
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friend void DeleteMusicBuffer( CMusicBuffer * );
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public:
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void Create( const char * szFilename, bool b3D = false );
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void Destroy();
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int Play( bool bLoop );
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void Play( DWORD dwIndex, bool bLoop );
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void Stop( unsigned );
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void StopAll();
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void Reset( unsigned );
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void ResetAll();
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HANDLE GetEventNotify() { return 0; }
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void HandleNotification() {}
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bool IsAllPlaying();
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bool IsAllFree();
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bool IsPlaying( unsigned );
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void Download();
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DWORD GetMemoryUse();
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bool IsSameFile( const char * );
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const char * GetFilename();
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eSndObjType GetType() { return SNDOBJTYPE_MUSICBUFFER; }
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void SetPosition( DWORD dwIndex, D3DVALUE x, D3DVALUE y, D3DVALUE z );
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void SetDistance( DWORD dwIndex, D3DVALUE minDistance, D3DVALUE maxDistance );
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};
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/////////////////////////////////////////////////////////////////////////////////////////
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#endif
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