Magic_Game/src/easy2d-audio/audio.h

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// Copyright (c) 2016-2018 Easy2D - 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 "Voice.h"
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namespace easy2d
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{
class E2D_API Audio
: public Singleton<Audio>
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, public Component
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{
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E2D_DECLARE_SINGLETON(Audio);
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using VoiceMap = UnorderedSet<Voice*>;
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public:
void Setup(Application*) override;
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void Destroy() override;
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// <20><><EFBFBD><EFBFBD><EFBFBD>
void Open();
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// <20>ر<EFBFBD><D8B1>
void Close();
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HRESULT CreateVoice(
Voice& voice,
const WAVEFORMATEX* wfx
);
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void DeleteVoice(
Voice* voice
);
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void ClearVoiceCache();
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protected:
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Audio();
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~Audio();
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protected:
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VoiceMap voice_cache_;
IXAudio2* x_audio2_;
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IXAudio2MasteringVoice* mastering_voice_;
};
}