Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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44
Engine/SoundLib/EAXBuffer.h
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44
Engine/SoundLib/EAXBuffer.h
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// EAXBuffer.h: interface for the CEAXBuffer class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_EAXBUFFER_H__6BCC188D_ED42_4499_B923_4B61AA73B318__INCLUDED_)
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#define AFX_EAXBUFFER_H__6BCC188D_ED42_4499_B923_4B61AA73B318__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "dsound.h"
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#include "eax.h"
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class CEAXBuffer
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{
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private:
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IKsPropertySet* m_pPropertySet;
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EAXBUFFERPROPERTIES m_Props;
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public:
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CEAXBuffer();
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virtual ~CEAXBuffer();
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bool Create( IUnknown* pUnknown );
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void Destroy();
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void SetDirect(int iDirect);
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void SetDirectHF(int iDirectHF);
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void SetRoom(int iRoom);
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void SetRoomHF(int iRoomHF);
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void SetRoomRolloffFactor(float fRoomRolloffFactor);
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void SetObstruction(int iObstruction);
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void SetObstructionLFRatio(float fObstructionLFRatio);
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void SetOcclusion(int iOcclusion);
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void SetOcclusionLFRatio(float fOcclusionLFRatio);
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void SetOcclusionRoomRatio(float fOcclusionRoomRatio);
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void SetOutsideVolumeHF(int iOutsideVolumeHF);
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void SetAirAbsorptionFactor(float fAirAbsorptionFactor);
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void SetFlags(DWORD dwFlags);
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void SetProperties(const EAXBUFFERPROPERTIES& props);
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void GetProperties(EAXBUFFERPROPERTIES& props);
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};
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#endif // !defined(AFX_EAXBUFFER_H__6BCC188D_ED42_4499_B923_4B61AA73B318__INCLUDED_)
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