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📄 sound.h

📁 BREW BREWwinz Application development APIs
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// Sound.h: interface for the CSound class.
//
// BREW Game Engine.
// Written by YongChul, Jin 2002. 3. 9
// (c)2002 anecia / anecia@unitel.co.kr
//////////////////////////////////////////////////////////////////////

#if !defined(AFX_SOUND_H__FF2FF832_151F_449A_9E16_AA9777A768DC__INCLUDED_)
#define AFX_SOUND_H__FF2FF832_151F_449A_9E16_AA9777A768DC__INCLUDED_

#ifdef WIN32
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#endif // WIN32

#include "AEESound.h"   // AEE Sound Services

#include "JObject.h"

#ifndef SIZE_SOUNDFILE_BUFFER
#define SIZE_SOUNDFILE_BUFFER	64
#endif

class CSound : public CJObject
{
public:
	CSound();
	virtual ~CSound();

	enum
	{
		TONE = 100,
		TONELIST,
		FREQTONE
	} SOUNDPLAY;

static void CallBackFunc(void* pUser, AEESoundCmd eCBType, 
							AEESoundStatus eSPStatus, uint32 dwParam);

	BOOL Create(IShell* lpIShell);
	void Release();

	void SetData(AEESoundToneData toneData);
	void SetData(AEESoundToneData* lpToneDatas, WORD wToneNum);
	void SetData(WORD wHiFreq, WORD wLoFreq, WORD wDuration);

	void PlayTone(AEESoundToneData toneData);
	void PlayToneList(AEESoundToneData* lpToneDatas, WORD wToneNum);
	void PlayFreqTone(WORD wHiFreq, WORD wLoFreq, WORD wDuration);

	BOOL Play(BOOL bLoop = FALSE);
	void Stop();

	int  WhatIsPlay();

public:
	BOOL				m_bLoop;
	BOOL				m_bPlayDone;
	ISound*				m_lpISound;
	AEESoundToneData	m_toneData;
	AEESoundToneData*	m_lpToneDatas;
	WORD				m_wToneNum;
	WORD				m_wHiFreq;
	WORD				m_wLoFreq;
	WORD				m_wDuration;

private:
	int					m_nWhatIsPlay;
};

#endif // !defined(AFX_SOUND_H__FF2FF832_151F_449A_9E16_AA9777A768DC__INCLUDED_)

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