2023-06-19 01:36:07 -04:00
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#ifndef MXSOUNDMANAGER_H
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#define MXSOUNDMANAGER_H
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2023-10-05 03:47:37 -04:00
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#include "decomp.h"
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#include "mxatom.h"
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#include "mxaudiomanager.h"
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#include <SDL3/SDL_audio.h>
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#include <miniaudio.h>
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2023-12-06 07:10:45 -05:00
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// VTABLE: LEGO1 0x100dc128
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// SIZE 0x3c
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class MxSoundManager : public MxAudioManager {
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public:
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MxSoundManager();
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~MxSoundManager() override; // vtable+0x00
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void Destroy() override; // vtable+0x18
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void SetVolume(MxS32 p_volume) override; // vtable+0x2c
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virtual MxResult Create(MxU32 p_frequencyMS, MxBool p_createThread); // vtable+0x30
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virtual void Pause(); // vtable+0x34
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virtual void Resume(); // vtable+0x38
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inline ma_engine* GetEngine() { return &m_engine; }
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float GetAttenuation(MxU32 p_volume);
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2024-02-02 20:16:57 -05:00
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protected:
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void Init();
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void Destroy(MxBool p_fromDestructor);
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MxPresenter* FUN_100aebd0(const MxAtomId& p_atomId, MxU32 p_objectId);
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// [library:audio]
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// Upscaling everything to 44.1KHz, since we have various sample rates throughout the game.
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// Not sure how DirectSound handles this when different buffers have different rates.
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static const MxU32 g_sampleRate = 44100;
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static void AudioStreamCallback(
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void* p_userdata,
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SDL_AudioStream* p_stream,
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int p_additionalAmount,
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int p_totalAmount
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);
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ma_engine m_engine;
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SDL_AudioStream* m_stream;
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undefined m_unk0x38[4];
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};
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2023-12-12 14:27:17 -05:00
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// SYNTHETIC: LEGO1 0x100ae7b0
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// MxSoundManager::`scalar deleting destructor'
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2023-06-19 01:36:07 -04:00
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#endif // MXSOUNDMANAGER_H
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