Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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, };
//-----------------------------------------------------------------------------
// 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; };
#endif // ISOUNDSYSTEM_H
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