📄 sound.h
字号:
// AudioEngineSound.h: interface for the CSound class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_AUDIOENGINESOUND_H__AA19B78E_4401_495D_B88C_4D8C49918D33__INCLUDED_)
#define AFX_AUDIOENGINESOUND_H__AA19B78E_4401_495D_B88C_4D8C49918D33__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <windows.h>
#include <mmreg.h>
#include <dmusicc.h>
#include <dmusici.h>
#include <dsound.h>
#include "dxutil.h"
#include "ErrorHandling.h"
#include "RefCountPtr.h"
#include "Volume.h"
namespace AudioEngine {
class CAudioManager;
// this class contains things common to all sounds (sound effects and music).
// for sound effect specific methods, look at CSoundEffect.
// for music methods, look at C*Music (CMIDIMusic, etc.)
class CSound
{
public:
CSound(CAudioManager *mgr);
virtual ~CSound();
// these methods are required by every sound in the game
virtual bool Play() = 0;
virtual bool Stop() = 0;
virtual bool IsPlaying() = 0;
// this class provides these functions to all derived classes
// (everything, sound, music, etc., has a volume)
virtual CVolume GetVolume() { return(m_Volume); }
virtual void SetVolume(const CVolume &v) { m_Volume = v; }
protected:
CAudioManager *m_Manager;
CVolume m_Volume;
};
// smart pointer to CSound
class CSoundPtr : public CRefCountPtr<CSound>
{
public:
explicit CSoundPtr(CSound* p = NULL);
void Release();
};
}; // namespace
#endif // !defined(AFX_AUDIOENGINESOUND_H__AA19B78E_4401_495D_B88C_4D8C49918D33__INCLUDED_)
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -