Files
Client/Engine/SoundLib/Sound.h
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

60 lines
1.6 KiB
C++

// Sound.h: interface for the CSound class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_)
#define AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <dsound.h>
#include "DefineSound.h"
class CWaveLoader;
class CSoundMgr;
class CSound
{
friend class CSound3D;
friend class CSoundMgr;
protected:
LPDIRECTSOUNDBUFFER8* m_ppDSBuffer;
CWaveLoader* m_pWaveFile;
DWORD m_dwNumBuffers;
DWORD m_dwDSBufferSize;
bool m_bSound3D;
bool m_bLoop;
float m_fVolume;
DWORD m_dwLastPlayTime;
DWORD m_dwLatestPlayIndex;
int m_iPreserveScore;
public:
CSound();
virtual ~CSound();
bool Create( const char* strFileName, DWORD dwNumBuffers );
void Destroy();
void Play();
inline void SetLooping( bool bLoop ) { m_bLoop = bLoop; }
inline bool IsLooping() { return m_bLoop; }
void SetVolume( float fVol );
void SetVolume(LPDIRECTSOUNDBUFFER pDSBuffer, float fVol );
inline void GetVolume( float& fVol ) { fVol = m_fVolume; }
HRESULT RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, bool* pbWasRestored );
void FillBuffer( LPDIRECTSOUNDBUFFER pDSBuffer );
LPDIRECTSOUNDBUFFER GetFreeBuffer();
LPDIRECTSOUNDBUFFER GetBuffer( DWORD dwIndex );
void Stop();
void Reset();
bool IsPlaying();
inline DWORD GetAllBufferSize() { return (m_dwDSBufferSize*m_dwNumBuffers); }
};
#endif // !defined(AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_)