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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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101
public/soundsystem/snd_audio_source.h
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101
public/soundsystem/snd_audio_source.h
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//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//===========================================================================//
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#ifndef SND_AUDIO_SOURCE_H
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#define SND_AUDIO_SOURCE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CAudioSource;
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class IAudioDevice;
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struct channel_t;
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//-----------------------------------------------------------------------------
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// Purpose: This is an instance of an audio source.
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// Mixers are attached to channels and reference an audio source.
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// Mixers are specific to the sample format and source format.
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// Mixers are never re-used, so they can track instance data like
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// sample position, fractional sample, stream cache, faders, etc.
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//-----------------------------------------------------------------------------
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abstract_class CAudioMixer
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{
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public:
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virtual ~CAudioMixer( void ) {}
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// UNDONE: time compress
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virtual bool MixDataToDevice( IAudioDevice *pDevice, channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true ) = 0;
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virtual void IncrementSamples( channel_t *pChannel, int startSample, int sampleCount,int outputRate, bool forward = true ) = 0;
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virtual bool SkipSamples( IAudioDevice *pDevice, channel_t *pChannel, int startSample, int sampleCount, int outputRate, bool forward = true ) = 0;
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virtual CAudioSource *GetSource( void ) = 0;
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virtual int GetSamplePosition( void ) = 0;
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virtual int GetScubPosition( void ) = 0;
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virtual bool SetSamplePosition( int position, bool scrubbing = false ) = 0;
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virtual void SetLoopPosition( int position ) = 0;
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virtual int GetStartPosition( void ) = 0;
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virtual bool GetActive( void ) = 0;
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virtual void SetActive( bool active ) = 0;
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virtual void SetModelIndex( int index ) = 0;
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virtual int GetModelIndex( void ) const = 0;
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virtual void SetDirection( bool forward ) = 0;
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virtual bool GetDirection( void ) const = 0;
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virtual void SetAutoDelete( bool autodelete ) = 0;
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virtual bool GetAutoDelete( void ) const = 0;
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virtual void SetVolume( float volume ) = 0;
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virtual channel_t *GetChannel() = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: A source is an abstraction for a stream, cached file, or procedural
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// source of audio.
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//-----------------------------------------------------------------------------
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class CSentence;
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abstract_class CAudioSource
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{
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public:
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CAudioSource( void );
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virtual ~CAudioSource( void );
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// Create an instance (mixer) of this audio source
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virtual CAudioMixer *CreateMixer( void ) = 0;
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virtual int GetOutputData( void **pData, int samplePosition, int sampleCount, bool forward = true ) = 0;
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virtual int SampleRate( void ) = 0;
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virtual int SampleSize( void ) = 0;
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virtual int SampleCount( void ) = 0;
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virtual float TrueSampleSize( void ) = 0;
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virtual bool IsLooped( void ) = 0;
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virtual bool IsStreaming( void ) = 0;
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virtual float GetRunningLength( void ) = 0;
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virtual int GetNumChannels() = 0;
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virtual CSentence *GetSentence( void ) { return NULL; };
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};
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extern CAudioSource *AudioSource_Create( const char *pName );
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#endif // SND_AUDIO_SOURCE_H
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