Magic_Game/Kiwano/audio/audio.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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namespace kiwano
{
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class KGE_API Audio
: public Singleton<Audio>
, public Component
{
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KGE_DECLARE_SINGLETON(Audio);
public:
void SetupComponent(Application*) override;
void DestroyComponent() override;
// <20><><EFBFBD><EFBFBD><EFBFBD>
void Open();
// <20>ر<EFBFBD><D8B1>
void Close();
HRESULT CreateVoice(
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IXAudio2SourceVoice** voice,
const WAVEFORMATEX* wfx
);
protected:
Audio();
~Audio();
protected:
IXAudio2* x_audio2_;
IXAudio2MasteringVoice* mastering_voice_;
};
}