//----------------------------------------------------------------------------- // 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 #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_