Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IFACEPOSERSOUND_H
#define IFACEPOSERSOUND_H
#ifdef _WIN32
#pragma once
#endif
class StudioModel;
class CAudioSource;
class CAudioMixer;
class CAudioOuput;
class IFacePoserSound
{
public:
virtual void Init( void ) = 0;
virtual void Shutdown( void ) = 0;
virtual void Update( float time ) = 0;
virtual void Flush( void ) = 0;
virtual CAudioSource *LoadSound( const char *wavfile ) = 0;
virtual void PlaySound( StudioModel *model, float volume, const char *wavfile, CAudioMixer **ppMixer ) = 0;
virtual void PlaySound( CAudioSource *source, float volume, CAudioMixer **ppMixer ) = 0;
virtual void PlayPartialSound( StudioModel *model, float volume, const char *wavfile, CAudioMixer **ppMixer, int startSample, int endSample ) = 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 RenderWavToDC( HDC dc, RECT& outrect, COLORREF clr,
float starttime, float endtime, CAudioSource *pWave,
bool selected = false, int selectionstart = 0, int selectionend = 0 ) = 0;
virtual float GetAmountofTimeAhead( void ) = 0;
virtual int GetNumberofSamplesAhead( void ) = 0;
// virtual void InstallPhonemecallback( IPhonemeTag *pTagInterface ) = 0;
virtual CAudioOuput *GetAudioOutput( void ) = 0;
virtual void EnsureNoModelReferences( CAudioSource *source ) = 0;
};
extern IFacePoserSound *sound;
#endif // IFACEPOSERSOUND_H