Magic_Game/src/kiwano-audio/Sound.h

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include <kiwano/core/ObjectBase.h>
#include <kiwano/core/Resource.h>
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#include <kiwano/platform/win32/ComPtr.hpp>
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#include <kiwano-audio/Transcoder.h>
#include <xaudio2.h>
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namespace kiwano
{
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namespace audio
{
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class AudioEngine;
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KGE_DECLARE_SMART_PTR(Sound);
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/**
* \addtogroup Audio
* @{
*/
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ƶ
*/
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class KGE_API Sound
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: public virtual ObjectBase
{
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friend class AudioEngine;
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public:
Sound();
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virtual ~Sound();
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/// \~chinese
/// @brief <20>򿪱<EFBFBD><F2BFAAB1><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>ļ<EFBFBD>
/// @param res <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7>
bool Load(String const& file_path);
/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5>Դ
/// @param res <20><>Ƶ<EFBFBD><C6B5>Դ
bool Load(Resource const& res);
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/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD>Ч
bool IsValid() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>
/// @param loop_count <20><><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1 Ϊѭ<CEAA><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Play(int loop_count = 0);
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/// \~chinese
/// @brief <20><>ͣ
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void Pause();
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD>
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void Resume();
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/// \~chinese
/// @brief ֹͣ
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void Stop();
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/// \~chinese
/// @brief <20>رղ<D8B1><D5B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
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void Close();
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/// \~chinese
/// @brief <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD>
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bool IsPlaying() const;
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/// \~chinese
/// @brief <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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float GetVolume() const;
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/// \~chinese
/// @brief <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// @param volume <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><D0A1>1.0 Ϊԭʼ<D4AD><CABC><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> 1 Ϊ<>Ŵ<EFBFBD><C5B4><EFBFBD><EFBFBD><EFBFBD>, 0 Ϊ<><CEAA>С<EFBFBD><D0A1><EFBFBD><EFBFBD>
void SetVolume(float volume);
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private:
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IXAudio2SourceVoice* GetXAudio2Voice() const;
void SetXAudio2Voice(IXAudio2SourceVoice* voice);
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private:
bool opened_;
bool playing_;
Transcoder transcoder_;
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IXAudio2SourceVoice* voice_;
};
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/** @} */
inline IXAudio2SourceVoice* Sound::GetXAudio2Voice() const
{
return voice_;
}
inline void Sound::SetXAudio2Voice(IXAudio2SourceVoice* voice)
{
voice_ = voice;
}
}
}