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- removed directsound related references as it has been deprecated since 3.6.0.1
- coverity related fixes
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@@ -1,31 +0,0 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_SOUND_SOUNDFACTORYDS8_H_
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#define _SHARED_SOUND_SOUNDFACTORYDS8_H_
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#include "sound_factory.h"
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#include "sound_player_ds8.h"
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namespace Shared{ namespace Sound{ namespace Ds8{
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// =====================================================
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// class SoundFactoryDs8
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// =====================================================
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class SoundFactoryDs8: public SoundFactory{
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public:
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virtual SoundPlayer *newSoundPlayer() {return new SoundPlayerDs8();}
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};
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}}}//end namespace
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#endif
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@@ -1,136 +0,0 @@
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// ==============================================================
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// This file is part of Glest Shared Library (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martiño Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _SHARED_SOUND_SOUNDPLAYERDS8_H_
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#define _SHARED_SOUND_SOUNDPLAYERDS8_H_
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#include "sound_player.h"
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#include "platform_util.h"
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#include <mmsystem.h>
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#include <dsound.h>
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#include <vector>
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using std::vector;
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namespace Shared{ namespace Sound{ namespace Ds8{
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// =====================================================
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// class SoundBuffer
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// =====================================================
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class SoundBuffer{
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protected:
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IDirectSoundBuffer8 *dsBuffer;
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Sound *sound;
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DWORD size;
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public:
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SoundBuffer();
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virtual ~SoundBuffer(){};
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virtual void end()=0;
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IDirectSoundBuffer8 *getDsBuffer() const {return dsBuffer;}
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Sound *getSound() const {return sound;}
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void setDsBuffer(IDirectSoundBuffer8 *dsBuffer) {this->dsBuffer= dsBuffer;}
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void setSound(IDirectSound8 *dsObject, Sound *sound) {this->sound= sound;}
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bool isFree();
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bool isReady();
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protected:
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void createDsBuffer(IDirectSound8 *dsObject);
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};
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// =====================================================
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// class StaticSoundBuffer
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// =====================================================
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class StaticSoundBuffer: public SoundBuffer{
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public:
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StaticSound *getStaticSound() const {return static_cast<StaticSound*>(sound);}
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void init(IDirectSound8 *dsObject, Sound *sound);
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void end();
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void play();
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private:
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void fillDsBuffer();
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};
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// =====================================================
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// class StrSoundBuffer
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// =====================================================
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class StrSoundBuffer: public SoundBuffer{
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private:
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enum State{sFree, sFadingOn, sPlaying, sFadingOff, sStopped};
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private:
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DWORD lastPlayCursor;
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State state;
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Chrono chrono; //delay-fade chrono
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int64 fade; //fade on fade off delay
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public:
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StrSoundBuffer();
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StrSound *getStrSound() const {return static_cast<StrSound*>(sound);}
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void init(IDirectSound8 *dsObject, Sound *sound, uint32 strBufferSize);
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void end();
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void play(int64 fadeOn);
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void update();
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void stop(int64 fadeOff);
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private:
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void fillDsBuffer();
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void refreshDsBuffer();
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void readChunk(void *writePointer, uint32 size);
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};
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// =====================================================
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// class SoundPlayerDs8
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//
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/// SoundPlayer implementation using Direct Sound 8
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// =====================================================
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class SoundPlayerDs8: public SoundPlayer{
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private:
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IDirectSound8 *dsObject;
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vector<StaticSoundBuffer> staticSoundBuffers;
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vector<StrSoundBuffer> strSoundBuffers;
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SoundPlayerParams params;
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public:
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SoundPlayerDs8();
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virtual bool init(const SoundPlayerParams *params);
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virtual void end();
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virtual void play(StaticSound *staticSound);
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virtual void play(StrSound *strSound, int64 fadeOn=0);
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virtual void stop(StrSound *strSound, int64 fadeOff=0);
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virtual void stopAllSounds(int64 fadeOff=0);
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virtual void updateStreams(); //updates str buffers if needed
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private:
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bool findStaticBuffer(Sound *sound, int *bufferIndex);
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bool findStrBuffer(Sound *sound, int *bufferIndex);
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};
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// =====================================================
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// Misc
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// =====================================================
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long dsVolume(float floatVolume);
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}}}//end namespace
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#endif
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