📄 soundplayer.h
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// SoundPlayer.h: interface for the CSoundPlayer class.
//
// BREW Game Engine.
// Version: 1.0a
// (c)2003 anecia all rights reserved
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_SOUND_H__1FA30B63_3072_495C_AC0A_405845F399F6__INCLUDED_)
#define AFX_SOUND_H__1FA30B63_3072_495C_AC0A_405845F399F6__INCLUDED_
#ifdef WIN32
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#endif // WIN32
#include "AEESoundPlayer.h" // AEE Sound Player Services
#include "JObject.h"
#ifndef SIZE_SOUNDFILE_BUFFER
#define SIZE_SOUNDFILE_BUFFER 64
#endif
/*
typedef struct _JSOUND
{
void* lpBMPSrc;
void* lpSoundData;
BOOL bUseSysMem;
} JSOUND, FAR* LPJSOUND;
*/
//class CMyApp;
class CSoundPlayer : public CJObject
{
public:
CSoundPlayer();
virtual ~CSoundPlayer();
static void CallBackFunc(void* pUser, AEESoundPlayerCmd eCBType,
AEESoundPlayerStatus eSPStatus, uint32 dwParam);
BOOL Create(void* lpBLZ);
void Release();
void LoadFile(const char* szFileName);
void LoadResData(const char* szResFileName, const uint16 unResID);
void ReLoadFile();
void FreeSoundData();
void Play(BOOL bLoop);
void Play(const char* szFileName, BOOL bLoop);
void Play(const char* szFileName, int nPlayLevel, BOOL bLoop);
void PlayRes(const char* szResFileName, const uint16 unResID, BOOL bLoop);
void PlayRes(const char* szResFileName, const uint16 unResID, int nPlayLevel, BOOL bLoop);
void Stop();
void SetMute(BOOL bMute);
BOOL IsMute();
public:
int m_nPlayLevel;
BOOL m_bPlayDone;
BOOL m_bIsPlaying;
BOOL m_bLoop;
BOOL m_bCheckPlaying;
ISoundPlayer* m_lpISoundPlayer;
private:
BOOL m_bSetCBF;
char m_szFileName[SIZE_SOUNDFILE_BUFFER];
void* m_lpSoundData;
int m_nSoundResID; // if 0, not loaded...
void* m_lpBlueWinz;
BOOL m_bMute;
};
#endif // !defined(AFX_SOUND_H__1FA30B63_3072_495C_AC0A_405845F399F6__INCLUDED_)
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