csgo-2018-source/public/soundsystem/snd_audio_source.h
2021-07-24 21:11:47 -07:00

102 lines
3.4 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#ifndef SND_AUDIO_SOURCE_H
#define SND_AUDIO_SOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CAudioSource;
class IAudioDevice;
struct channel_t;
//-----------------------------------------------------------------------------
// Purpose: This is an instance of an audio source.
// Mixers are attached to channels and reference an audio source.
// Mixers are specific to the sample format and source format.
// Mixers are never re-used, so they can track instance data like
// sample position, fractional sample, stream cache, faders, etc.
//-----------------------------------------------------------------------------
abstract_class CAudioMixer
{
public:
virtual ~CAudioMixer( void ) {}
// UNDONE: time compress
virtual bool MixDataToDevice( IAudioDevice *pDevice, channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true ) = 0;
virtual void IncrementSamples( channel_t *pChannel, int startSample, int sampleCount,int outputRate, bool forward = true ) = 0;
virtual bool SkipSamples( IAudioDevice *pDevice, channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true ) = 0;
virtual CAudioSource *GetSource( void ) = 0;
virtual int GetSamplePosition( void ) = 0;
virtual int GetScubPosition( void ) = 0;
virtual bool SetSamplePosition( int position, bool scrubbing = false ) = 0;
virtual void SetLoopPosition( int position ) = 0;
virtual int GetStartPosition( void ) = 0;
virtual bool GetActive( void ) = 0;
virtual void SetActive( bool active ) = 0;
virtual void SetModelIndex( int index ) = 0;
virtual int GetModelIndex( void ) const = 0;
virtual void SetDirection( bool forward ) = 0;
virtual bool GetDirection( void ) const = 0;
virtual void SetAutoDelete( bool autodelete ) = 0;
virtual bool GetAutoDelete( void ) const = 0;
virtual void SetVolume( float volume ) = 0;
virtual channel_t *GetChannel() = 0;
};
//-----------------------------------------------------------------------------
// Purpose: A source is an abstraction for a stream, cached file, or procedural
// source of audio.
//-----------------------------------------------------------------------------
class CSentence;
abstract_class CAudioSource
{
public:
CAudioSource( void );
virtual ~CAudioSource( void );
// Create an instance (mixer) of this audio source
virtual CAudioMixer *CreateMixer( void ) = 0;
virtual int GetOutputData( void **pData, int samplePosition, int sampleCount, bool forward = true ) = 0;
virtual int SampleRate( void ) = 0;
virtual int SampleSize( void ) = 0;
virtual int SampleCount( void ) = 0;
virtual float TrueSampleSize( void ) = 0;
virtual bool IsLooped( void ) = 0;
virtual bool IsStreaming( void ) = 0;
virtual float GetRunningLength( void ) = 0;
virtual int GetNumChannels() = 0;
virtual CSentence *GetSentence( void ) { return NULL; };
};
extern CAudioSource *AudioSource_Create( const char *pName );
#endif // SND_AUDIO_SOURCE_H