/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __XA2_SOUNDSAMPLE_H__ #define __XA2_SOUNDSAMPLE_H__ /* ================================================ idSoundSample_XAudio2 ================================================ */ class idSampleInfo; class idSoundSample_XAudio2 { public: idSoundSample_XAudio2(); // Loads and initializes the resource based on the name. virtual void LoadResource(); void SetName( const char* n ) { name = n; } const char* GetName() const { return name; } ID_TIME_T GetTimestamp() const { return timestamp; } // turns it into a beep void MakeDefault(); // frees all data void FreeData(); int LengthInMsec() const { return SamplesToMsec( NumSamples(), SampleRate() ); } int SampleRate() const { return format.basic.samplesPerSec; } int NumSamples() const { return playLength; } int NumChannels() const { return format.basic.numChannels; } int BufferSize() const { return totalBufferSize; } bool IsCompressed() const { return ( format.basic.formatTag != idWaveFile::FORMAT_PCM ); } bool IsDefault() const { return timestamp == FILE_NOT_FOUND_TIMESTAMP; } bool IsLoaded() const { return loaded; } void SetNeverPurge() { neverPurge = true; } bool GetNeverPurge() const { return neverPurge; } void SetLevelLoadReferenced() { levelLoadReferenced = true; } void ResetLevelLoadReferenced() { levelLoadReferenced = false; } bool GetLevelLoadReferenced() const { return levelLoadReferenced; } int GetLastPlayedTime() const { return lastPlayedTime; } void SetLastPlayedTime( int t ) { lastPlayedTime = t; } float GetAmplitude( int timeMS ) const; protected: friend class idSoundHardware_XAudio2; friend class idSoundVoice_XAudio2; ~idSoundSample_XAudio2(); bool LoadWav( const idStr& name ); bool LoadAmplitude( const idStr& name ); void WriteAllSamples( const idStr& sampleName ); bool LoadGeneratedSample( const idStr& name ); void WriteGeneratedSample( idFile* fileOut ); struct sampleBuffer_t { void* buffer; int bufferSize; int numSamples; }; idStr name; ID_TIME_T timestamp; bool loaded; bool neverPurge; bool levelLoadReferenced; bool usesMapHeap; uint32 lastPlayedTime; int totalBufferSize; // total size of all the buffers idList buffers; int playBegin; int playLength; idWaveFile::waveFmt_t format; idList amplitude; }; /* ================================================ idSoundSample This reverse-inheritance purportedly makes working on multiple platforms easier. ================================================ */ class idSoundSample : public idSoundSample_XAudio2 { public: }; #endif