📄 sound_def.h.svn-base
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#ifndef _SOUND_DEF_H_#define _SOUND_DEF_H_#include "base_types.h"// 流式声音头struct SoundStreamHead { UI8 PlaybackFlags; UI8 StreamSoundFlags;#define Uncompressed 0x0#define ADPCM 0x10#define MP3 0x20#define Uncompressed_le 0x30#define Nellymoser 0x60#define D5_5KH 0x0#define D11KH 0x4#define D22KH 0x8#define D44KH 0xc#define D8Bit 0x0#define D16Bit 0x2#define Mono 0x0#define Stereo 0x1 UI16 StreamSoundSampleCount; SI16 LatencySeek;};// XXX 流式声音块应该为共用体struct SoundStreamBlock { struct MovieClip* MovieClipP; UI16 Count; UI8 StreamSoundData[1];};struct MP3StreamSoundData { UI16 SampleCount; SI16 SeekSamples; UI8 MP3Frames[0];};// 事件声音的定义struct DefineSound { UI8 CharacterType;// = CharEventSound; UI16 SoundId; UI8 SoundFlags; UI32 SoundSampleCount; UI32 SoundLength; UI8 SoundData[1];};struct SoundEnvelope { UI32 Pos44; UI16 LeftLevel; UI16 RightLevel;};// 控制事件声音的播放,如循环,渐变,停止等struct SoundInfo { UI8 Flags;#define SyncStop 0x1<<5#define SyncNoMultiple 0x1<<4#define HasEnvelope 0x1<<3#define HasLoops 0x1<<2#define HasOutPoint 0x1<<1#define HasInPoint 0x1<<0 UI32 InPoint; UI32 OutPoint; UI16 LoopCount; UI8 EnvPoints; struct SoundEnvelope EnvelopeRecords[1];};// 事件声音的播放,struct StartSound { struct StartSound* NextP; UI16 SoundId; struct SoundInfo* SoundInfoP;};#endif
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