Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WAVEFILE_H
#define WAVEFILE_H
#ifdef _WIN32
#pragma once
#endif
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "sentence.h"
class CAudioSource;
class CWaveFile { public: // One or both may be valid
CWaveFile( char const *filename );
~CWaveFile();
static int GetLanguageId();
char const *GetName() const; char const *GetFileName() const;
char const *GetSentenceText();
int GetPhonemeCount(); int GetWordCount();
bool IsAsyncLoading() const { return m_bAsyncLoading; } void SetAsyncLoading( bool async ) { m_bAsyncLoading = async; }
bool HasLoadedSentenceInfo() const; void EnsureSentence();
void Play();
bool GetVoiceDuck(); /*
void SetVoiceDuck( bool duck ); void ToggleVoiceDucking();
virtual void Checkout( bool updatestateicons = true ); virtual void Checkin( bool updatestateicons = true );
bool IsCheckedOut() const; */
int GetIconIndex() const;
void SetThreadLoadedSentence( CSentence& sentence );
// void ExportValveDataChunk( char const *tempfile );
// void ImportValveDataChunk( char const *tempfile );
// void GetPhonemeExportFile( char *path, int maxlen );
private:
CSentence m_Sentence;
enum { MAX_SOUND_NAME = 256, MAX_SCRIPT_FILE = 64, MAX_SOUND_FILENAME = 128, };
char m_szName[ MAX_SOUND_FILENAME ]; char m_szFileName[ MAX_SOUND_FILENAME ];
// CVCDFile *m_pOwner;
// CSoundEntry *m_pOwnerSE;
bool m_bSentenceLoaded; bool m_bAsyncLoading; };
#endif // WAVEFILE_H
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