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_AUDIO_SOURCE_H
#define SND_AUDIO_SOURCE_H
#pragma once
// fixed point stuff for real-time resampling
#define FIX_BITS 28
#define FIX_SCALE (1 << FIX_BITS)
#define FIX_MASK ((1 << FIX_BITS)-1)
#define FIX_FLOAT(a) ((int)((a) * FIX_SCALE))
#define FIX(a) (((int)(a)) << FIX_BITS)
#define FIX_INTPART(a) (((int)(a)) >> FIX_BITS)
#define FIX_FRACTION(a,b) (FIX(a)/(b))
#define FIX_FRACPART(a) ((a) & FIX_MASK)
typedef unsigned int fixedint;
typedef struct channel_s channel_t;
class CAudioSource;
class IAudioDevice
{
public:
// Add a virtual destructor to silence the clang warning.
// This is harmless but not important since the only derived class
// doesn't have a destructor.
virtual ~IAudioDevice() {}
virtual void MixBegin( void ) = 0;
virtual void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, int rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, int rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, int rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, int rateScaleFix, int outCount, int timecompress, bool forward = true ) = 0;
virtual int MaxSampleCount( void ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose: This is an instance of an audio source.
// Mixers are attached to channels and reference an audio source.
// Mixers are specific to the sample format and source format.
// Mixers are never re-used, so they can track instance data like
// sample position, fractional sample, stream cache, faders, etc.
//-----------------------------------------------------------------------------
class CAudioMixer
{
public:
virtual ~CAudioMixer( void ) {}
// UNDONE: time compress
virtual bool MixDataToDevice( IAudioDevice *pDevice, channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true ) = 0;
virtual void IncrementSamples( channel_t *pChannel, int startSample, int sampleCount,int outputRate, bool forward = true ) = 0;
virtual bool SkipSamples( channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true ) = 0;
virtual CAudioSource *GetSource( void ) = 0;
virtual int GetSamplePosition( void ) = 0;
virtual int GetScrubPosition( void ) = 0;
virtual bool SetSamplePosition( int position, bool scrubbing = false ) = 0;
virtual void SetLoopPosition( int position ) = 0;
virtual int GetStartPosition( void ) = 0;
virtual bool GetActive( void ) = 0;
virtual void SetActive( bool active ) = 0;
virtual void SetModelIndex( int index ) = 0;
virtual int GetModelIndex( void ) const = 0;
virtual void SetDirection( bool forward ) = 0;
virtual bool GetDirection( void ) const = 0;
virtual void SetAutoDelete( bool autodelete ) = 0;
virtual bool GetAutoDelete( void ) const = 0;
virtual void SetVolume( float volume ) = 0;
virtual channel_t *GetChannel() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: A source is an abstraction for a stream, cached file, or procedural
// source of audio.
//-----------------------------------------------------------------------------
class CSentence;
class CAudioSource
{
public:
CAudioSource( void );
virtual ~CAudioSource( void );
// Create an instance (mixer) of this audio source
virtual CAudioMixer *CreateMixer( void ) = 0;
virtual int GetOutputData( void **pData, int samplePosition, int sampleCount, bool forward = true ) = 0;
virtual int SampleRate( void ) = 0;
virtual int SampleSize( void ) = 0;
virtual int SampleCount( void ) = 0;
virtual float TrueSampleSize( void ) = 0;
virtual bool IsLooped( void ) = 0;
virtual bool IsStreaming( void ) = 0;
virtual float GetRunningLength( void ) = 0;
virtual int GetNumChannels() = 0;
virtual bool IsStereoWav( void ) = 0;
virtual CSentence *GetSentence( void ) { return NULL; };
};
extern CAudioSource *AudioSource_Create( const char *pName );
#endif // SND_AUDIO_SOURCE_H