#ifndef MXSOUNDMANAGER_H #define MXSOUNDMANAGER_H #include "decomp.h" #include "mxatom.h" #include "mxaudiomanager.h" #include #include // VTABLE: LEGO1 0x100dc128 // SIZE 0x3c class MxSoundManager : public MxAudioManager { public: MxSoundManager(); ~MxSoundManager() override; // vtable+0x00 void Destroy() override; // vtable+0x18 void SetVolume(MxS32 p_volume) override; // vtable+0x2c virtual MxResult Create(MxU32 p_frequencyMS, MxBool p_createThread); // vtable+0x30 virtual void Pause(); // vtable+0x34 virtual void Resume(); // vtable+0x38 ma_engine* GetEngine() { return &m_engine; } float GetAttenuation(MxU32 p_volume); protected: 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