📄 soundoutput_directsound.h
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/* $Id: soundoutput_directsound.h,v 1.3 2003/10/14 15:52:13 mbn Exp $
**
** ClanLib Game SDK
** Copyright (C) 2003 The ClanLib Team
** For a total list of contributers see the file CREDITS.
**
** This library is free software; you can redistribute it and/or
** modify it under the terms of the GNU Lesser General Public
** License as published by the Free Software Foundation; either
** version 2.1 of the License, or (at your option) any later version.
**
** This library is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
** Lesser General Public License for more details.
**
** You should have received a copy of the GNU Lesser General Public
** License along with this library; if not, write to the Free Software
** Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
**
*/
#ifndef header_soundoutput_directsound
#define header_soundoutput_directsound
#if _MSC_VER > 1000
#pragma once
#endif
#include "../soundoutput_generic.h"
class CL_SoundOutput_DirectSound : public CL_SoundOutput_Generic
{
//! Construction:
public:
CL_SoundOutput_DirectSound(int mixing_frequency);
~CL_SoundOutput_DirectSound();
//! Attributes:
public:
LPDIRECTSOUND directsound;
LPDIRECTSOUNDBUFFER soundbuffer;
int frag_size, buffer_size, bytes_per_sample;
HANDLE sleep_event;
LPDIRECTSOUNDNOTIFY notify;
bool has_sound;
//! Operations:
public:
//: Called when we have no samples to play - and wants to tell the soundcard
//: about this possible event.
virtual void silence();
//: Returns the buffer size used by device (returned as num [stereo] samples).
virtual int get_fragment_size();
//: Writes a fragment to the soundcard.
virtual void write_fragment(short *data);
//: Waits until output source isn't full anymore.
virtual void wait();
//! Implementation:
private:
};
#endif
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