Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Device Common Routines
//
//=====================================================================================//
#ifndef SND_DEV_COMMON_H
#define SND_DEV_COMMON_H
#pragma once
class CAudioDeviceBase : public IAudioDevice
{
public:
virtual bool IsActive( void ) { return false; }
virtual bool Init( void ) { return false; }
virtual void Shutdown( void ) {}
virtual void Pause( void ) {}
virtual void UnPause( void ) {}
virtual float MixDryVolume( void ) { return 0; }
virtual bool Should3DMix( void ) { return m_bSurround; }
virtual void StopAllSounds( void ) {}
virtual int PaintBegin( float, int soundtime, int paintedtime ) { return 0; }
virtual void PaintEnd( void ) {}
virtual void SpatializeChannel( int volume[CCHANVOLUMES/2], int master_vol, const Vector& sourceDir, float gain, float mono );
virtual void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount );
virtual int GetOutputPosition( void ) { return 0; }
virtual void ClearBuffer( void ) {}
virtual void UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up ) {}
virtual void MixBegin( int sampleCount );
virtual void MixUpsample( int sampleCount, int filtertype );
virtual void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
virtual void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
virtual void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
virtual void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress );
virtual void ChannelReset( int entnum, int channelIndex, float distanceMod ) {}
virtual void TransferSamples( int end ) {}
virtual const char *DeviceName( void ) { return NULL; }
virtual int DeviceChannels( void ) { return 0; }
virtual int DeviceSampleBits( void ) { return 0; }
virtual int DeviceSampleBytes( void ) { return 0; }
virtual int DeviceDmaSpeed( void ) { return 1; }
virtual int DeviceSampleCount( void ) { return 0; }
virtual bool IsSurround( void ) { return m_bSurround; }
virtual bool IsSurroundCenter( void ) { return m_bSurroundCenter; }
virtual bool IsHeadphone( void ) { return m_bHeadphone; }
bool m_bSurround;
bool m_bSurroundCenter;
bool m_bHeadphone;
};
#endif // SND_DEV_COMMON_H