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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// The copyright to the contents herein is the property of Valve, L.L.C.
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// The contents may be used and/or copied only with the written permission of
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// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// $Header: $
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// $NoKeywords: $
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//
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// Sound unit test application
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//
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//=============================================================================
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#include <windows.h>
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#include "tier0/dbg.h"
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#include "tier0/icommandline.h"
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#include "filesystem.h"
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#include "datacache/idatacache.h"
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#include "appframework/appframework.h"
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#include "soundsystem/isoundsystem.h"
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#include "vstdlib/cvar.h"
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#include "filesystem_init.h"
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//-----------------------------------------------------------------------------
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// Main system interfaces
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//-----------------------------------------------------------------------------
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IFileSystem *g_pFileSystem;
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ISoundSystem *g_pSoundSystem;
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//-----------------------------------------------------------------------------
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// Standard spew functions
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//-----------------------------------------------------------------------------
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static SpewRetval_t SoundTestOutputFunc( SpewType_t spewType, char const *pMsg )
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{
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printf( pMsg );
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fflush( stdout );
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if (spewType == SPEW_ERROR)
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return SPEW_ABORT;
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return (spewType == SPEW_ASSERT) ? SPEW_DEBUGGER : SPEW_CONTINUE;
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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class CSoundTestApp : public CDefaultAppSystemGroup<CSteamAppSystemGroup>
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{
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public:
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// Methods of IApplication
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virtual bool Create();
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virtual bool PreInit();
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virtual int Main();
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virtual void PostShutdown();
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virtual void Destroy();
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private:
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bool CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h );
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bool SetupSearchPaths();
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void AppPumpMessages();
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// Windproc
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static LONG WINAPI WinAppWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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LONG WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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HWND m_hWnd;
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bool m_bExitMainLoop;
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};
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static CSoundTestApp s_SoundTestApp;
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DEFINE_WINDOWED_STEAM_APPLICATION_OBJECT_GLOBALVAR( CSoundTestApp, s_SoundTestApp );
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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bool CSoundTestApp::Create()
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{
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SpewOutputFunc( SoundTestOutputFunc );
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// Add in the cvar factory
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AppModule_t cvarModule = LoadModule( VStdLib_GetICVarFactory() );
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AddSystem( cvarModule, CVAR_INTERFACE_VERSION );
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AppSystemInfo_t appSystems[] =
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{
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{ "datacache.dll", DATACACHE_INTERFACE_VERSION },
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{ "soundsystem.dll", SOUNDSYSTEM_INTERFACE_VERSION },
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{ "", "" } // Required to terminate the list
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};
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if ( !AddSystems( appSystems ) )
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return false;
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g_pFileSystem = (IFileSystem*)FindSystem( FILESYSTEM_INTERFACE_VERSION );
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g_pSoundSystem = (ISoundSystem*)FindSystem( SOUNDSYSTEM_INTERFACE_VERSION );
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return ( g_pFileSystem && g_pSoundSystem );
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}
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void CSoundTestApp::Destroy()
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{
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g_pFileSystem = NULL;
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g_pSoundSystem = NULL;
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}
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//-----------------------------------------------------------------------------
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// Window management
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//-----------------------------------------------------------------------------
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bool CSoundTestApp::CreateAppWindow( char const *pTitle, bool bWindowed, int w, int h )
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{
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WNDCLASSEX wc;
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memset( &wc, 0, sizeof( wc ) );
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wc.cbSize = sizeof( wc );
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wc.style = CS_OWNDC | CS_DBLCLKS;
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wc.lpfnWndProc = WinAppWindowProc;
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wc.hInstance = (HINSTANCE)GetAppInstance();
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wc.lpszClassName = "Valve001";
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wc.hIcon = NULL; //LoadIcon( s_HInstance, MAKEINTRESOURCE( IDI_LAUNCHER ) );
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wc.hIconSm = wc.hIcon;
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RegisterClassEx( &wc );
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// Note, it's hidden
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DWORD style = WS_POPUP | WS_CLIPSIBLINGS;
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if ( bWindowed )
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{
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// Give it a frame
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style |= WS_OVERLAPPEDWINDOW;
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style &= ~WS_THICKFRAME;
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}
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// Never a max box
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style &= ~WS_MAXIMIZEBOX;
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RECT windowRect;
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windowRect.top = 0;
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windowRect.left = 0;
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windowRect.right = w;
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windowRect.bottom = h;
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// Compute rect needed for that size client area based on window style
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AdjustWindowRectEx(&windowRect, style, FALSE, 0);
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// Create the window
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m_hWnd = CreateWindow( wc.lpszClassName, pTitle, style, 0, 0,
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windowRect.right - windowRect.left, windowRect.bottom - windowRect.top,
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NULL, NULL, (HINSTANCE)GetAppInstance(), NULL );
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if ( m_hWnd == INVALID_HANDLE_VALUE )
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return false;
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int CenterX, CenterY;
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CenterX = (GetSystemMetrics(SM_CXSCREEN) - w) / 2;
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CenterY = (GetSystemMetrics(SM_CYSCREEN) - h) / 2;
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CenterX = (CenterX < 0) ? 0: CenterX;
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CenterY = (CenterY < 0) ? 0: CenterY;
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// In VCR modes, keep it in the upper left so mouse coordinates are always relative to the window.
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SetWindowPos (m_hWnd, NULL, CenterX, CenterY, 0, 0,
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SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW | SWP_DRAWFRAME);
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return true;
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}
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//-----------------------------------------------------------------------------
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// Message handler
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//-----------------------------------------------------------------------------
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LONG CSoundTestApp::WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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if ( uMsg == WM_CLOSE )
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{
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m_bExitMainLoop = true;
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}
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return DefWindowProc( hWnd, uMsg, wParam, lParam );
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}
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LONG WINAPI CSoundTestApp::WinAppWindowProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
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{
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return s_SoundTestApp.WindowProc( hWnd, uMsg, wParam, lParam );
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}
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//-----------------------------------------------------------------------------
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// Sets up the game path
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//-----------------------------------------------------------------------------
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bool CSoundTestApp::SetupSearchPaths()
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{
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CFSSteamSetupInfo steamInfo;
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steamInfo.m_pDirectoryName = NULL;
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steamInfo.m_bOnlyUseDirectoryName = false;
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steamInfo.m_bToolsMode = true;
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steamInfo.m_bSetSteamDLLPath = true;
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steamInfo.m_bSteam = g_pFileSystem->IsSteam();
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if ( FileSystem_SetupSteamEnvironment( steamInfo ) != FS_OK )
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return false;
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CFSMountContentInfo fsInfo;
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fsInfo.m_pFileSystem = g_pFileSystem;
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fsInfo.m_bToolsMode = true;
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fsInfo.m_pDirectoryName = steamInfo.m_GameInfoPath;
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if ( FileSystem_MountContent( fsInfo ) != FS_OK )
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return false;
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// Finally, load the search paths for the "GAME" path.
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CFSSearchPathsInit searchPathsInit;
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searchPathsInit.m_pDirectoryName = steamInfo.m_GameInfoPath;
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searchPathsInit.m_pFileSystem = g_pFileSystem;
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if ( FileSystem_LoadSearchPaths( searchPathsInit ) != FS_OK )
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return false;
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g_pFileSystem->AddSearchPath( steamInfo.m_GameInfoPath, "SKIN", PATH_ADD_TO_HEAD );
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FileSystem_AddSearchPath_Platform( g_pFileSystem, steamInfo.m_GameInfoPath );
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// and now add episodic to the GAME searchpath
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char shorts[MAX_PATH];
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Q_strncpy( shorts, steamInfo.m_GameInfoPath, MAX_PATH );
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Q_StripTrailingSlash( shorts );
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Q_strncat( shorts, "/../episodic", MAX_PATH, MAX_PATH );
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g_pFileSystem->AddSearchPath( shorts, "GAME", PATH_ADD_TO_HEAD );
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return true;
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}
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//-----------------------------------------------------------------------------
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// PreInit, PostShutdown
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//-----------------------------------------------------------------------------
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bool CSoundTestApp::PreInit( )
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{
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// Add paths...
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if ( !SetupSearchPaths() )
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return false;
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const char *pArg;
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int iWidth = 1024;
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int iHeight = 768;
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bool bWindowed = (CommandLine()->CheckParm( "-fullscreen" ) == NULL);
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if (CommandLine()->CheckParm( "-width", &pArg ))
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{
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iWidth = atoi( pArg );
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}
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if (CommandLine()->CheckParm( "-height", &pArg ))
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{
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iHeight = atoi( pArg );
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}
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if ( !CreateAppWindow( "SoundTest", bWindowed, iWidth, iHeight ) )
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return false;
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return true;
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}
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void CSoundTestApp::PostShutdown()
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{
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}
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//-----------------------------------------------------------------------------
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// Pump messages
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//-----------------------------------------------------------------------------
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void CSoundTestApp::AppPumpMessages()
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{
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MSG msg;
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while ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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}
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//-----------------------------------------------------------------------------
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// The application object
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//-----------------------------------------------------------------------------
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int CSoundTestApp::Main()
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{
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CAudioSource *pSource = g_pSoundSystem->LoadSound( "sound/ambient/alarms/alarm1.wav" );
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CAudioMixer *pMixer;
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g_pSoundSystem->PlaySound( pSource, 1.0f, &pMixer );
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m_bExitMainLoop = false;
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while ( !m_bExitMainLoop )
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{
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AppPumpMessages();
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g_pSoundSystem->Update( Plat_FloatTime() );
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}
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return 1;
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}
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