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#ifndef DEVICE_DS_BUFFER_H
#define DEVICE_DS_BUFFER_H
#include <windows.h>
#include <mmsystem.h>
#include <dsound.h>
#include "audiere.h"
namespace audiere {
class DSAudioDevice;
class DSOutputBuffer : public RefImplementation<OutputStream> {
public:
DSOutputBuffer(
DSAudioDevice* device,
IDirectSoundBuffer* buffer,
int length,
int frame_size);
~DSOutputBuffer();
void ADR_CALL play();
void ADR_CALL stop();
bool ADR_CALL isPlaying();
void ADR_CALL reset();
void ADR_CALL setRepeat(bool repeat);
bool ADR_CALL getRepeat();
void ADR_CALL setVolume(float volume);
float ADR_CALL getVolume();
void ADR_CALL setPan(float pan);
float ADR_CALL getPan();
void ADR_CALL setPitchShift(float shift);
float ADR_CALL getPitchShift();
bool ADR_CALL isSeekable();
int ADR_CALL getLength();
void ADR_CALL setPosition(int position);
int ADR_CALL getPosition();
private:
void update(); ///< Solely for processing events.
RefPtr<DSAudioDevice> m_device;
IDirectSoundBuffer* m_buffer;
int m_length;
int m_frame_size;
int m_base_frequency;
bool m_repeating;
float m_volume;
float m_pan;
HANDLE m_stop_event;
friend class DSAudioDevice;
};
}
#endif
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