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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57
Tools/SoundLib/DirectSound.h
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57
Tools/SoundLib/DirectSound.h
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#ifndef _DirectSound_H_
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#define _DirectSound_H_
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#include "SoundGlobal.h"
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#include "STL.h"
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/////////////////////////////////////////////////////////////////////////////////////////
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// <09><><EFBFBD>̷<EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>ü
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class CDirectSound
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{
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IDirectSound8 * m_pDSound;
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IDirectSound3DListener * m_p3DListener;
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bool m_bDSoundCreated;
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typedef std::vector<ISoundObject*> SOUNDBUFFERLIST;
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SOUNDBUFFERLIST * m_pSoundBufferList;
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private:
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CDirectSound( const CDirectSound & ); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>ϵ<EFBFBD><CFB5><EFBFBD> <20><><EFBFBD>Ƴ<EFBFBD><C6B3><EFBFBD>.
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CDirectSound & operator=( const CDirectSound & );
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protected:
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IDirectSound3DListener * Get3DListenerInterface();
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CDirectSound();
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void SetPrimaryBufferFormat( DWORD, DWORD, DWORD );
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public:
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static CDirectSound & GetInstance();
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~CDirectSound();
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void Create( IDirectSound8 * );
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void Create( HWND,
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DWORD,
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DWORD dwPrimaryChannels = 2,
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DWORD dwPrimaryFreq = 22050,
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DWORD dwPrimaryBitRate = 16 );
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void Destroy();
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void Enable3DSound(); //ó<><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Disable<6C><65> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void SetDoppler( D3DVALUE distance, D3DVALUE doppler );
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void SetRolloff( D3DVALUE rolloff );
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void Set3DOrientation( D3DVALUE xFront, D3DVALUE yFront, D3DVALUE zFront
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, D3DVALUE xTop, D3DVALUE yTop, D3DVALUE zTop );
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void SetVelocity( D3DVALUE x, D3DVALUE y, D3DVALUE z );
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void SetPosition( D3DVALUE x, D3DVALUE y, D3DVALUE z );
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void RegisterSoundBuffer( ISoundObject * ); //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>۸<EFBFBD> <20><> <20><><EFBFBD><EFBFBD> <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ֱ<EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><>.(<28>ı<EFBFBD><C4B1><EFBFBD> <20><><EFBFBD>ÿ<EFBFBD> <20>Ҵ<EFBFBD><D2B4>ƴ<EFBFBD> <20><DEB8> <20><>ȯ<EFBFBD><C8AF>)
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IDirectSound8 * GetDS() { return m_pDSound; }
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};
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/////////////////////////////////////////////////////////////////////////////////////////
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#endif
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