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								// Copyright 2013 Dolphin Emulator Project
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								// Licensed under GPLv2
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								// Refer to the license.txt file included.
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								#pragma once
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								#include "AudioCommon/Mixer.h"
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								#include "AudioCommon/WaveFile.h"
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								#include "Common/CommonTypes.h"
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								class SoundStream
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								{
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								protected:
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									CMixer *m_mixer;
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									// We set this to shut down the sound thread.
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									// 0=keep playing, 1=stop playing NOW.
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									volatile int threadData;
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									bool m_logAudio;
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									WaveFileWriter g_wave_writer;
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									bool m_muted;
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								public:
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									SoundStream(CMixer *mixer) : m_mixer(mixer), threadData(0), m_logAudio(false), m_muted(false) {}
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									virtual ~SoundStream() { delete m_mixer; }
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									static  bool isValid() { return false; }
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									virtual CMixer *GetMixer() const { return m_mixer; }
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									virtual bool Start() { return false; }
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									virtual void SetVolume(int) {}
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									virtual void SoundLoop() {}
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									virtual void Stop() {}
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									virtual void Update() {}
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									virtual void Clear(bool mute) { m_muted = mute; }
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									bool IsMuted() const { return m_muted; }
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									virtual void StartLogAudio(const std::string& filename)
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									{
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										if (! m_logAudio)
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										{
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											m_logAudio = true;
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											g_wave_writer.Start(filename, m_mixer->GetSampleRate());
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											g_wave_writer.SetSkipSilence(false);
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											NOTICE_LOG(DSPHLE, "Starting Audio logging");
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										}
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										else
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										{
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											WARN_LOG(DSPHLE, "Audio logging already started");
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										}
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									}
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									virtual void StopLogAudio()
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									{
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										if (m_logAudio)
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										{
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											m_logAudio = false;
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											g_wave_writer.Stop();
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											NOTICE_LOG(DSPHLE, "Stopping Audio logging");
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										}
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										else
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										{
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											WARN_LOG(DSPHLE, "Audio logging already stopped");
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										}
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									}
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								};
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