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>
60 lines
1.6 KiB
C++
60 lines
1.6 KiB
C++
// Sound.h: interface for the CSound class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_)
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#define AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__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 "DefineSound.h"
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class CWaveLoader;
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class CSoundMgr;
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class CSound
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{
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friend class CSound3D;
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friend class CSoundMgr;
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protected:
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LPDIRECTSOUNDBUFFER8* m_ppDSBuffer;
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CWaveLoader* m_pWaveFile;
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DWORD m_dwNumBuffers;
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DWORD m_dwDSBufferSize;
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bool m_bSound3D;
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bool m_bLoop;
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float m_fVolume;
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DWORD m_dwLastPlayTime;
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DWORD m_dwLatestPlayIndex;
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int m_iPreserveScore;
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public:
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CSound();
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virtual ~CSound();
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bool Create( const char* strFileName, DWORD dwNumBuffers );
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void Destroy();
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void Play();
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inline void SetLooping( bool bLoop ) { m_bLoop = bLoop; }
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inline bool IsLooping() { return m_bLoop; }
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void SetVolume( float fVol );
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void SetVolume(LPDIRECTSOUNDBUFFER pDSBuffer, float fVol );
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inline void GetVolume( float& fVol ) { fVol = m_fVolume; }
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HRESULT RestoreBuffer( LPDIRECTSOUNDBUFFER pDSB, bool* pbWasRestored );
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void FillBuffer( LPDIRECTSOUNDBUFFER pDSBuffer );
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LPDIRECTSOUNDBUFFER GetFreeBuffer();
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LPDIRECTSOUNDBUFFER GetBuffer( DWORD dwIndex );
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void Stop();
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void Reset();
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bool IsPlaying();
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inline DWORD GetAllBufferSize() { return (m_dwDSBufferSize*m_dwNumBuffers); }
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};
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#endif // !defined(AFX_SOUND_H__C6C8A751_6637_4E39_9525_125C0632F1D0__INCLUDED_)
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