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>
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
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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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// 다이렉트 사운드 객체
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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 & ); //사용하지 못하도록 막아놨음.
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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(); //처음에는 Disable된 상태임
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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 * ); //사운드 버퍼를 제 때에 파괴해주기 위해 등록을 함.(파괴와 동시에 할당됐던 메모리를 반환함)
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IDirectSound8 * GetDS() { return m_pDSound; }
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};
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/////////////////////////////////////////////////////////////////////////////////////////
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#endif |