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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46
GameTools/SoundLib/StreamBuffer.h
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46
GameTools/SoundLib/StreamBuffer.h
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#ifndef _StreamBuffer_H_
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#define _StreamBuffer_H_
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#include "SoundBuffer.h"
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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class CStreamBuffer : public CSoundBuffer
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{
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protected:
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DWORD m_dwLastPlayPos;
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DWORD m_dwPlayProgress;
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DWORD m_dwNotifySize;
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DWORD m_dwNextWriteOffset;
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HANDLE m_hNotificationEvent;
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bool m_bFillNextNotificationWithSilence;
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bool m_bLoopPlay;
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private:
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CStreamBuffer( const CStreamBuffer & ); //사용하지 못하도록 막아놨음.
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CStreamBuffer & operator=( const CStreamBuffer & );
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public:
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CStreamBuffer();
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CStreamBuffer( IDirectSound8 *, ISoundFile *, bool b3DSound, DWORD dwNumBuffers = 10 );
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CStreamBuffer( IDirectSound8 *, const char *, bool b3DSound, DWORD dwNumBuffers = 10 );
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~CStreamBuffer();
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void Create( IDirectSound8 *, ISoundFile *, bool b3DSound, DWORD dwNumBuffers = 10, DWORD dwAddFlag = 0 );
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void Create( IDirectSound8 *, const char *, bool b3DSound, DWORD dwNumBuffers = 10, DWORD dwAddFlag = 0 );
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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 Reset( unsigned );
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void ResetAll();
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HANDLE GetEventNotify() { return m_hNotificationEvent; }
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void HandleNotification();
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eSndObjType GetType() { return SNDOBJTYPE_STREAMBUFFER; }
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};
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/////////////////////////////////////////////////////////////////////////////////////////
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#endif
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