Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//===========================================================================//
#ifndef ISOUNDSYSTEM_H
#define ISOUNDSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "appframework/iappsystem.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IAudioDevice; class CAudioSource; class CAudioMixer;
//-----------------------------------------------------------------------------
// Sound handle
//-----------------------------------------------------------------------------
typedef unsigned short AudioSourceHandle_t; enum { AUDIOSOURCEHANDLE_INVALID = (AudioSourceHandle_t)~0 };
//-----------------------------------------------------------------------------
// Flags for FindAudioSource
//-----------------------------------------------------------------------------
enum FindAudioSourceFlags_t { FINDAUDIOSOURCE_NODELAY = 0x1, FINDAUDIOSOURCE_PREFETCH = 0x2, FINDAUDIOSOURCE_PLAYONCE = 0x4, };
#include "soundsystem/audio_mix.h"
/* filter types */ enum audio_filter_type_t { FILTER_LOWPASS = 0, /* low pass filter */ FILTER_HIGHPASS, /* High pass filter */ FILTER_BANDPASS, /* band pass filter */ FILTER_NOTCH, /* Notch Filter */ FILTER_PEAKING_EQ, /* Peaking band EQ filter */ FILTER_LOW_SHELF, /* Low shelf filter */ FILTER_HIGH_SHELF /* High shelf filter */ };
class IAudioMix { public: virtual ~IAudioMix() {} virtual void Process( CAudioMixState *pState ) = 0;
CAudioMixBuffer *m_pOutput; int m_nOutputChannelCount; };
class CAudioMixState; class CAudioMixDescription;
abstract_class ISoundSystem2 { public: // NOTE: This is the new sound device architecture. It is a separate standalone piece of tech that does not interact with ISoundSystem's normal
// entry points. Eventually these entry points will replace many of the entry points of ISoundSystem and this interface will transition to
// the new architecture. This is just here for prototyping and testing.
// NULL chooses default
virtual IAudioDevice2 *CreateDevice( const audio_device_init_params_t *pParams ) = 0;
virtual void DestroyDevice( IAudioDevice2 *pDevice ) = 0; virtual int EnumerateDevices( int nSubsystem, audio_device_description_t *pDeviceListOut, int nListCount ) = 0; virtual void HandleDeviceErrors( IAudioDevice2 *pDevice ) = 0;
virtual IAudioMix *CreateMix( const CAudioMixDescription *pMixDescription ) = 0; virtual void DestroyMix( IAudioMix *pMix ) = 0; virtual CAudioProcessor *CreateFilter( audio_filter_type_t filterType, float fldbGain, float flCenterFrequency, float flBandWidth ) = 0; virtual CAudioProcessor *CreateMonoDSP( int nEffect, dspglobalvars_t *pGlobals ) = 0; };
//-----------------------------------------------------------------------------
// Purpose: DLL interface for low-level sound utilities
//-----------------------------------------------------------------------------
#define SOUNDSYSTEM_INTERFACE_VERSION "SoundSystem001"
abstract_class ISoundSystem : public IAppSystem { public: virtual void Update( float time ) = 0; virtual void Flush( void ) = 0;
virtual CAudioSource *FindOrAddSound( const char *filename ) = 0; virtual CAudioSource *LoadSound( const char *wavfile ) = 0;
virtual void PlaySound( CAudioSource *source, float volume, CAudioMixer **ppMixer ) = 0;
virtual bool IsSoundPlaying( CAudioMixer *pMixer ) = 0; virtual CAudioMixer *FindMixer( CAudioSource *source ) = 0;
virtual void StopAll( void ) = 0; virtual void StopSound( CAudioMixer *mixer ) = 0;
virtual void GetAudioDevices(CUtlVector< audio_device_description_t >& deviceListOut) const = 0; };
#endif // ISOUNDSYSTEM_H
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