Team Fortress 2 Source Code as on 22/4/2020
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
//
// Purpose:
//=============================================================================//
#ifndef IUISOUNDSYSTEM_H
#define IUISOUNDSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#if !defined( SOURCE2_PANORAMA )
#include "audio/iaudiointerface.h"
#endif
#ifdef SUPPORTS_AUDIO
class IAudioOutputStream;
#endif
namespace panorama
{
typedef void * HAUDIOSAMPLE;
//
// Interface that handles sound
//
class IUISoundSystem
{
public:
virtual ~IUISoundSystem() {}
// Play a sound referenced by name.
// flVolume should be 0.0 to 1.0, 0.5 would equal -10DB. volume is modulated by the mixer volume for the specified sound type.
// flVolumePan sets the position on mono samples, or panning on stereo, 0.0 is full left, 1.0 is full right, 0.5 is no attenuation.
// flRepeats sets the number of times to repeat the sound, 0.0f will result in infinite
virtual HAUDIOSAMPLE PlaySound( const char *pchSoundName, ESoundType soundType,
float flVolume = 1.0f, float flVolumePan = 0.5f, float flRepeats = 1.0f ) = 0;
// Set the base volume / panning for the sound sample
virtual void SetSoundSampleVolumePan( HAUDIOSAMPLE hSample, float flVolume, float flVolumePan ) = 0;
// Fade out the sound sample and stop it
virtual void FadeOutAndStopSoundSample( HAUDIOSAMPLE hSample, float flFadeOutSeconds ) = 0;
// Set a volume ramp that will change the volume of the sample smoothly, note that this acts as a filter and scales the volume from
// the base set when playing or with SetSoundSampleVolumePan, the base is not actually modified and still must be set as audible for
// this ramp to have any impact.
virtual void VolumeRampSoundSample( HAUDIOSAMPLE hSample, float flVolumeTarget, float flTransitionSeconds ) = 0;
// retrieves the user-specified sound volume for the specified sound type.
//
// Normally you don't need to use this as PlaySound auto-applies the right volume;
// but it is needed on raw audio streams created with CreateAudioOutputStream.
//
// The value returned here honors the muted state.
virtual float GetSoundVolume( ESoundType soundType ) = 0;
// here you can set the volume for the specified sound type programmatically
virtual void SetSoundVolume( ESoundType soundType, float flVolume ) = 0;
// and you can set a global mute state
virtual void SetSoundMuted( bool bMute ) = 0;
#ifdef SUPPORTS_AUDIO
virtual IAudioOutputStream *CreateAudioOutputStream( int nRate, int nChannels, int nBits ) = 0;
virtual void FreeAudioOutputStream( IAudioOutputStream *pStream ) = 0;
#endif
// Push that the system now requires a larger mix ahead buffer to prevent skipping, "large" is somewhat undefined
// at this level, but you are trading off latency on sounds beginning to get a bigger buffer pre-mixed by miles
// to avoid skipping/stuttering.
virtual void PushAudioBigMixAheadBuffer() = 0;
// Pop that the system now requires a larger mix ahead buffer to prevent skipping, "large" is somewhat undefined
// at this level, but you are trading off latency on sounds beginning to get a bigger buffer pre-mixed by miles
// to avoid skipping/stuttering. Popping moves back towards the lower latency setup once nothing needs the no-skipping
// larger buffer setup.
virtual void PopAudioBigMixAheadBuffer() = 0;
// Give time to audio service
virtual void ServiceAudio() = 0;
// Consider pausing audio based on the last time audio was started. Used when the app loses focus.
virtual void ConsiderPausingAudio() = 0;
};
} // namespace panorama
#endif // IUISOUNDSYSTEM_H