Torque3D/Engine/source/sfx/dsound/sfxDSBuffer.h
2012-09-19 11:15:01 -04:00

101 lines
3.3 KiB
C++

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