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92 lines
3.5 KiB
C
92 lines
3.5 KiB
C
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//=========== Copyright Valve Corporation, All rights reserved. ===============//
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//
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// Purpose:
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//=============================================================================//
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#ifndef IUISOUNDSYSTEM_H
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#define IUISOUNDSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if !defined( SOURCE2_PANORAMA )
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#include "audio/iaudiointerface.h"
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#endif
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#ifdef SUPPORTS_AUDIO
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class IAudioOutputStream;
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#endif
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namespace panorama
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{
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typedef void * HAUDIOSAMPLE;
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//
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// Interface that handles sound
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//
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class IUISoundSystem
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{
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public:
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virtual ~IUISoundSystem() {}
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// Play a sound referenced by name.
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// flVolume should be 0.0 to 1.0, 0.5 would equal -10DB. volume is modulated by the mixer volume for the specified sound type.
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// flVolumePan sets the position on mono samples, or panning on stereo, 0.0 is full left, 1.0 is full right, 0.5 is no attenuation.
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// flRepeats sets the number of times to repeat the sound, 0.0f will result in infinite
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virtual HAUDIOSAMPLE PlaySound( const char *pchSoundName, ESoundType soundType,
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float flVolume = 1.0f, float flVolumePan = 0.5f, float flRepeats = 1.0f ) = 0;
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// Set the base volume / panning for the sound sample
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virtual void SetSoundSampleVolumePan( HAUDIOSAMPLE hSample, float flVolume, float flVolumePan ) = 0;
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// Fade out the sound sample and stop it
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virtual void FadeOutAndStopSoundSample( HAUDIOSAMPLE hSample, float flFadeOutSeconds ) = 0;
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// Set a volume ramp that will change the volume of the sample smoothly, note that this acts as a filter and scales the volume from
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// the base set when playing or with SetSoundSampleVolumePan, the base is not actually modified and still must be set as audible for
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// this ramp to have any impact.
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virtual void VolumeRampSoundSample( HAUDIOSAMPLE hSample, float flVolumeTarget, float flTransitionSeconds ) = 0;
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// retrieves the user-specified sound volume for the specified sound type.
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//
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// Normally you don't need to use this as PlaySound auto-applies the right volume;
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// but it is needed on raw audio streams created with CreateAudioOutputStream.
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//
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// The value returned here honors the muted state.
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virtual float GetSoundVolume( ESoundType soundType ) = 0;
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// here you can set the volume for the specified sound type programmatically
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virtual void SetSoundVolume( ESoundType soundType, float flVolume ) = 0;
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// and you can set a global mute state
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virtual void SetSoundMuted( bool bMute ) = 0;
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#ifdef SUPPORTS_AUDIO
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virtual IAudioOutputStream *CreateAudioOutputStream( int nRate, int nChannels, int nBits ) = 0;
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virtual void FreeAudioOutputStream( IAudioOutputStream *pStream ) = 0;
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#endif
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// Push that the system now requires a larger mix ahead buffer to prevent skipping, "large" is somewhat undefined
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// at this level, but you are trading off latency on sounds beginning to get a bigger buffer pre-mixed by miles
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// to avoid skipping/stuttering.
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virtual void PushAudioBigMixAheadBuffer() = 0;
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// Pop that the system now requires a larger mix ahead buffer to prevent skipping, "large" is somewhat undefined
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// at this level, but you are trading off latency on sounds beginning to get a bigger buffer pre-mixed by miles
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// to avoid skipping/stuttering. Popping moves back towards the lower latency setup once nothing needs the no-skipping
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// larger buffer setup.
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virtual void PopAudioBigMixAheadBuffer() = 0;
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// Give time to audio service
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virtual void ServiceAudio() = 0;
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// Consider pausing audio based on the last time audio was started. Used when the app loses focus.
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virtual void ConsiderPausingAudio() = 0;
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};
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} // namespace panorama
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#endif // IUISOUNDSYSTEM_H
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