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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef SND_WAVE_DATA_H
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#define SND_WAVE_DATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "snd_audio_source.h"
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//-----------------------------------------------------------------------------
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// Purpose: Linear iterator over source data.
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// Keeps track of position in source, and maintains necessary buffers
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//-----------------------------------------------------------------------------
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abstract_class IWaveData
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{
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public:
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virtual ~IWaveData( void ) {}
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virtual CAudioSource &Source( void ) = 0;
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virtual int ReadSourceData( void **pData, int sampleIndex, int sampleCount, char copyBuf[AUDIOSOURCE_COPYBUF_SIZE] ) = 0;
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virtual bool IsReadyToMix() = 0;
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};
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abstract_class IWaveStreamSource
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{
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public:
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virtual int UpdateLoopingSamplePosition( int samplePosition ) = 0;
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virtual void UpdateSamples( char *pData, int sampleCount ) = 0;
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virtual int GetLoopingInfo( int *pLoopBlock, int *pNumLeadingSamples, int *pNumTrailingSamples ) = 0;
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};
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class IFileReadBinary;
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class CSfxTable;
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extern IWaveData *CreateWaveDataStream( CAudioSource &source, IWaveStreamSource *pStreamSource, const char *pFileName, int dataStart, int dataSize, CSfxTable *pSfx, int startOffset );
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extern IWaveData *CreateWaveDataMemory( CAudioSource &source );
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void PrefetchDataStream( const char *pFileName, int dataOffset, int dataSize );
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#endif // SND_WAVE_DATA_H
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