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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#ifndef ENGINE_CLIENT_SOUND_H
#define ENGINE_CLIENT_SOUND_H
#include <engine/sound.h>
class CSound : public IEngineSound
{
int m_SoundEnabled;
public:
IEngineGraphics *m_pGraphics;
IStorage *m_pStorage;
virtual int Init();
int Update();
int Shutdown();
int AllocID();
static void RateConvert(int SampleID);
// TODO: Refactor: clean this mess up
static IOHANDLE ms_File;
static int ReadData(void *pBuffer, int Size);
virtual bool IsSoundEnabled() { return m_SoundEnabled != 0; }
virtual int LoadWV(const char *pFilename);
virtual void SetListenerPos(float x, float y);
virtual void SetChannel(int ChannelID, float Vol, float Pan);
int Play(int ChannelID, int SampleID, int Flags, float x, float y);
virtual int PlayAt(int ChannelID, int SampleID, int Flags, float x, float y);
virtual int Play(int ChannelID, int SampleID, int Flags);
virtual void Stop(int SampleID);
virtual void StopAll();
};
#endif
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