FilteredSound.h 4.5 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWAudio *
  23. * *
  24. * $Archive:: /Commando/Code/WWAudio/FilteredSound.h $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 10/11/00 12:01p $*
  29. * *
  30. * $Revision:: 4 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef __FILTERED_SOUND_H
  39. #define __FILTERED_SOUND_H
  40. #include "SoundPseudo3D.H"
  41. /////////////////////////////////////////////////////////////////////////////////
  42. //
  43. // FilteredSoundClass
  44. //
  45. // Sound object that applies the specified 'reverb' filter so as to sound 'tinny'.
  46. //
  47. /////////////////////////////////////////////////////////////////////////////////
  48. class FilteredSoundClass : public SoundPseudo3DClass
  49. {
  50. public:
  51. //////////////////////////////////////////////////////////////////////
  52. // Public constructors/destructors
  53. //////////////////////////////////////////////////////////////////////
  54. FilteredSoundClass (const FilteredSoundClass &src);
  55. FilteredSoundClass (void);
  56. virtual ~FilteredSoundClass (void);
  57. //////////////////////////////////////////////////////////////////////
  58. // Public operators
  59. //////////////////////////////////////////////////////////////////////
  60. const FilteredSoundClass &operator= (const FilteredSoundClass &src);
  61. //////////////////////////////////////////////////////////////////////
  62. // Identification methods
  63. //////////////////////////////////////////////////////////////////////
  64. virtual SOUND_CLASSID Get_Class_ID (void) { return CLASSID_FILTERED; }
  65. //////////////////////////////////////////////////////////////////////
  66. // Conversion methods
  67. //////////////////////////////////////////////////////////////////////
  68. virtual FilteredSoundClass * As_FilteredSoundClass (void) { return this; }
  69. //////////////////////////////////////////////////////////////////////
  70. // Volume control
  71. //////////////////////////////////////////////////////////////////////
  72. virtual void Update_Volume (void);
  73. // From PersistClass
  74. const PersistFactoryClass & Get_Factory (void) const;
  75. protected:
  76. //////////////////////////////////////////////////////////////////////
  77. // Handle information
  78. //////////////////////////////////////////////////////////////////////
  79. virtual void Initialize_Miles_Handle (void);
  80. private:
  81. //////////////////////////////////////////////////////////////////////
  82. // Private member data
  83. //////////////////////////////////////////////////////////////////////
  84. HPROVIDER m_hFilter;
  85. };
  86. #endif //__FILTERED_SOUND_H