isle-portable/LEGO1/omni/include/mxsoundmanager.h

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#ifndef MXSOUNDMANAGER_H
#define MXSOUNDMANAGER_H
#include "decomp.h"
#include "mxatom.h"
#include "mxaudiomanager.h"
#include <SDL3/SDL_audio.h>
#include <miniaudio.h>
(Proposal) Adjustments to "decomp" language (#308) * Adjustments to "decomp" language * Fix a comment * Fix accidental clang-formatting * Fix order * Fix order * Remove junk * Fix OFFSET * Adjustments based on new suggestions * Annotate globals * Globals in ISLE * More globals * Merge from parser2 branch * Allow prepending space for exact marker match * To eliminate noise, require the 0x prefix on offset for marker match * fix test from previous * Count tab stops for indented functions to reduce MISSED_END_OF_FUNCTION noise * FUNCTION to SYNTHETIC where needed * Missed marker conversion on SetAtomId * pylint cleanup, remove unused code * Fix unexpected function end, add more unit tests * Be more strict about synthetic name syntax * Revert "Missed marker conversion on SetAtomId" This reverts commit d87d665127fae7dd6e5bd48d9af14a0a829bf9e2. * Revert "FUNCTION to SYNTHETIC where needed" This reverts commit 8c815418d261ba8c5f67a9a2cae349fe4ac92db8. * Implicit lookup by name for functions * Fix VTABLE SYNTHETIC and other decomp markers * Get vtable class name * Vtable marker should identify struct * No colon for SIZE comment * Update README.md * Update README.md * Update CONTRIBUTING.md * Update README.md * Update README.md * Update CONTRIBUTING.md * Update README.md * Update CONTRIBUTING.md * Fix destructor/annotation * Update README.md * Update README.md * Update README.md * Update README.md * Update README.md --------- Co-authored-by: disinvite <disinvite@users.noreply.github.com>
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// VTABLE: LEGO1 0x100dc128
// SIZE 0x3c
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class MxSoundManager : public MxAudioManager {
public:
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MxSoundManager();
~MxSoundManager() override; // vtable+0x00
void Destroy() override; // vtable+0x18
void SetVolume(MxS32 p_volume) override; // vtable+0x2c
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virtual MxResult Create(MxU32 p_frequencyMS, MxBool p_createThread); // vtable+0x30
virtual void Pause(); // vtable+0x34
virtual void Resume(); // vtable+0x38
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ma_engine* GetEngine() { return &m_engine; }
float GetAttenuation(MxU32 p_volume);
protected:
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void Init();
void Destroy(MxBool p_fromDestructor);
MxPresenter* FUN_100aebd0(const MxAtomId& p_atomId, MxU32 p_objectId);
// [library:audio]
// Upscaling everything to 44.1KHz, since we have various sample rates throughout the game.
// Not sure how DirectSound handles this when different buffers have different rates.
static const MxU32 g_sampleRate = 44100;
static void AudioStreamCallback(
void* p_userdata,
SDL_AudioStream* p_stream,
int p_additionalAmount,
int p_totalAmount
);
ma_engine m_engine;
SDL_AudioStream* m_stream;
undefined m_unk0x38[4];
};
// SYNTHETIC: LEGO1 0x100ae7b0
// MxSoundManager::`scalar deleting destructor'
#endif // MXSOUNDMANAGER_H