Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef SND_WAVE_MIXER_PRIVATE_H
#define SND_WAVE_MIXER_PRIVATE_H
#pragma once
#include "snd_audio_source.h"
#include "snd_wave_mixer.h"
//-----------------------------------------------------------------------------
// Purpose: Linear iterator over source data.
// Keeps track of position in source, and maintains necessary buffers
//-----------------------------------------------------------------------------
class CWaveData
{
public:
virtual ~CWaveData( void ) {}
virtual CAudioSourceWave &Source( void ) = 0;
virtual int ReadSourceData( void **pData, int sampleIndex, int sampleCount, bool forward = true ) = 0;
};
class CAudioMixerWave : public CAudioMixer
{
public:
CAudioMixerWave( CWaveData *data );
virtual ~CAudioMixerWave( void );
virtual bool MixDataToDevice( IAudioDevice *pDevice, channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true );
virtual void IncrementSamples( channel_t *pChannel, int startSample, int sampleCount,int outputRate, bool forward = true );
virtual bool SkipSamples( channel_t *pChannel, int startSample, int sampleCount,int outputRate, bool forward = true );
virtual void Mix( IAudioDevice *pDevice,
channel_t *pChannel,
void *pData,
int outputOffset,
int inputOffset,
fixedint fracRate,
int outCount,
int timecompress,
bool forward = true ) = 0;
virtual int GetOutputData( void **pData, int samplePosition, int sampleCount, bool forward = true );
virtual CAudioSource *GetSource( void );
virtual int GetSamplePosition( void );
virtual int GetScrubPosition( void );
virtual bool SetSamplePosition( int position, bool scrubbing = false );
virtual void SetLoopPosition( int position );
virtual int GetStartPosition( void );
virtual bool GetActive( void );
virtual void SetActive( bool active );
virtual void SetModelIndex( int index );
virtual int GetModelIndex( void ) const;
virtual void SetDirection( bool forward );
virtual bool GetDirection( void ) const;
virtual void SetAutoDelete( bool autodelete );
virtual bool GetAutoDelete( void ) const;
virtual void SetVolume( float volume );
virtual channel_t *GetChannel();
protected:
int m_sample;
int m_absoluteSample;
int m_scrubSample;
int m_startpos;
int m_loop;
int m_fracOffset;
CWaveData *m_pData;
int m_absoluteStartPos;
bool m_bActive;
// Associated playback model in faceposer
int m_nModelIndex;
bool m_bForward;
bool m_bAutoDelete;
channel_t *m_pChannel;
};
#endif // SND_WAVE_MIXER_PRIVATE_H