Magic_Game/Easy2D/audio/Transcoder.h

58 lines
1.7 KiB
C++

// 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
#include <mfapi.h>
#include <mfidl.h>
#include <mfreadwrite.h>
namespace easy2d
{
class E2D_API Transcoder
{
WAVEFORMATEX* wave_format_;
public:
Transcoder();
~Transcoder();
const WAVEFORMATEX* GetWaveFormatEx() const;
HRESULT LoadMediaFile(
String const& file_path,
BYTE** wave_data,
UINT32* wave_data_size
);
HRESULT LoadMediaResource(
Resource const& res,
BYTE** wave_data,
UINT32* wave_data_size
);
HRESULT ReadSource(
IMFSourceReader* reader,
BYTE** wave_data,
UINT32* wave_data_size
);
};
}