forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			60 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			60 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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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#ifndef _SOUNDSTREAM_H_
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#define _SOUNDSTREAM_H_
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#include "Common.h"
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#include "Mixer.h"
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#include "WaveFile.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() { return m_muted; }
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	virtual void StartLogAudio(const char *filename) {
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		if (! m_logAudio) {
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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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		} else {
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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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		if (m_logAudio) {
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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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		} else {
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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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#endif // _SOUNDSTREAM_H_
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