Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SND_WAVE_DATA_H
#define SND_WAVE_DATA_H
#ifdef _WIN32
#pragma once
#endif
#include "snd_audio_source.h"
//-----------------------------------------------------------------------------
// Purpose: Linear iterator over source data.
// Keeps track of position in source, and maintains necessary buffers
//-----------------------------------------------------------------------------
abstract_class IWaveData
{
public:
virtual ~IWaveData( void ) {}
virtual CAudioSource &Source( void ) = 0;
virtual int ReadSourceData( void **pData, int sampleIndex, int sampleCount, char copyBuf[AUDIOSOURCE_COPYBUF_SIZE] ) = 0;
virtual bool IsReadyToMix() = 0;
};
abstract_class IWaveStreamSource
{
public:
virtual int UpdateLoopingSamplePosition( int samplePosition ) = 0;
virtual void UpdateSamples( char *pData, int sampleCount ) = 0;
virtual int GetLoopingInfo( int *pLoopBlock, int *pNumLeadingSamples, int *pNumTrailingSamples ) = 0;
};
class IFileReadBinary;
class CSfxTable;
extern IWaveData *CreateWaveDataStream( CAudioSource &source, IWaveStreamSource *pStreamSource, const char *pFileName, int dataStart, int dataSize, CSfxTable *pSfx, int startOffset );
extern IWaveData *CreateWaveDataMemory( CAudioSource &source );
void PrefetchDataStream( const char *pFileName, int dataOffset, int dataSize );
#endif // SND_WAVE_DATA_H