//========= Copyright 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