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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65
GameTools/SoundLib/SoundBuffer.h
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65
GameTools/SoundLib/SoundBuffer.h
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#ifndef _SoundBuffer_H_
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#define _SoundBuffer_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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/////////////////////////////////////////////////////////////////////////////////////////
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//
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class CSoundBuffer : public ISoundObject
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{
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protected:
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IDirectSoundBuffer8 * m_pDSBuffer8;
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IDirectSoundBuffer ** m_apDSBuffer;
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IDirectSound3DBuffer** m_ap3DBuffer;
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ISoundFile * m_pSoundFile;
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DWORD m_dwDSBufferSize;
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DWORD m_dwNumBuffers;
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private:
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CSoundBuffer( const CSoundBuffer & ); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD> <20><><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>.
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CSoundBuffer & operator=( const CSoundBuffer & );
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protected:
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bool Restore( IDirectSoundBuffer* );
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void FillBufferWithSound( IDirectSoundBuffer * );
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IDirectSound3DBuffer * Get3DBufferInterface( DWORD dwIndex );
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int GetFreeBuffer();
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public:
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CSoundBuffer();
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CSoundBuffer( IDirectSound8 *, ISoundFile *, bool b3DSound, DWORD dwNumBuffers = 10 );
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CSoundBuffer( IDirectSound8 *, const char *, bool b3DSound, DWORD dwNumBuffers = 10 );
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virtual ~CSoundBuffer();
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virtual void Create( IDirectSound8 *, ISoundFile *, bool b3DSound, DWORD dwNumBuffers = 10, DWORD dwAddFlag = 0 );
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virtual void Create( IDirectSound8 *, const char *, bool b3DSound, DWORD dwNumBuffers = 10, DWORD dwAddFlag = 0 );
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virtual void Destroy();
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virtual int Play( bool bLoop );
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virtual void Play( DWORD dwIndex, bool bLoop );
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virtual void Stop( unsigned );
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virtual void StopAll();
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virtual void Reset( unsigned );
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virtual void ResetAll();
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virtual HANDLE GetEventNotify() { return 0; }
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virtual void HandleNotification() {}
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virtual bool IsAllPlaying();
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virtual bool IsAllFree();
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virtual bool IsPlaying( unsigned );
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virtual DWORD GetMemoryUse();
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virtual bool IsSameFile( const char * );
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virtual const char * GetFilename();
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virtual eSndObjType GetType() { return SNDOBJTYPE_SOUNDBUFFER; }
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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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