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Engine directory for ticket #1
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101
Engine/source/sfx/dsound/sfxDSBuffer.h
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Engine/source/sfx/dsound/sfxDSBuffer.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SFXDSBUFFER_H_
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#define _SFXDSBUFFER_H_
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#include <dsound.h>
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#ifndef _SFXINTERNAL_H_
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# include "sfx/sfxInternal.h"
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#endif
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/// DirectSound SFXBuffer implementation.
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///
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/// Note that the actual sound buffer held by the buffer may
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/// get duplicated around for individual voices. This is kind
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/// of ugly as the resulting buffers aren't tied to a SFXDSBuffer
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/// anymore.
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class SFXDSBuffer : public SFXInternal::SFXWrapAroundBuffer
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{
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typedef SFXInternal::SFXWrapAroundBuffer Parent;
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friend class SFXDSDevice;
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friend class SFXDSVoice;
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protected:
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///
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bool mIs3d;
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///
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bool mUseHardware;
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IDirectSound8 *mDSound;
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/// The buffer used when duplication is allowed.
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IDirectSoundBuffer8 *mBuffer;
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/// We set this to true when the original buffer has
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/// been handed out and duplicates need to be made.
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bool mDuplicate;
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///
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SFXDSBuffer( IDirectSound8 *dsound,
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const ThreadSafeRef< SFXStream >& stream,
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SFXDescription* description,
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bool useHardware );
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virtual ~SFXDSBuffer();
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/// Set up a DirectSound buffer.
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/// @note This method will not fill the buffer with data.
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/// @note If this is a streaming buffer, the resulting buffer
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/// will have its notification positions set up and already
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/// be registered with SFXDSStreamThread.
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bool _createBuffer( IDirectSoundBuffer8 **buffer8 );
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///
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bool _duplicateBuffer( IDirectSoundBuffer8 **buffer8 );
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// SFXWrapAroundBuffer.
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virtual bool _copyData( U32 offset, const U8* data, U32 length );
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virtual void _flush();
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public:
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///
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static SFXDSBuffer* create( IDirectSound8* dsound,
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const ThreadSafeRef< SFXStream >& stream,
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SFXDescription* description,
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bool useHardware );
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//
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bool createVoice( IDirectSoundBuffer8 **buffer );
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//
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void releaseVoice( IDirectSoundBuffer8 **buffer );
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};
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#endif // _SFXDSBUFFER_H_
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