/*
===========================================================================
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