Descent3/libmve/win_sound.h
Azamat H. Hackimov 9672475f70 Update MVE playback on Windows
There only one problem still persist on playback - slow filling sound buffer from std::deque on MSVC Debug mode due extremely slow performance of STL containers on that mode. On Release and RelWithDebInfo playback is fine.
2024-07-09 03:40:49 +03:00

56 lines
1.4 KiB
C++

/*
* Descent 3
* Copyright (C) 2024 Descent Developers
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef WIN_SOUND_H
#define WIN_SOUND_H
#include <windows.h>
#include <mmsystem.h>
#include "win/DirectX/dsound.h"
#include "sound_interface.h"
namespace D3 {
class MovieSoundDevice : ISoundDevice {
public:
MovieSoundDevice(int sample_rate, uint16_t sample_size, uint8_t channels, uint32_t buf_size, bool is_compressed);
~MovieSoundDevice();
[[nodiscard]] bool IsInitialized() const { return m_lpDS != nullptr; }
void Play() override;
void Stop() override;
void Lock() override;
void Unlock() override;
using ISoundDevice::GetBuffer;
using ISoundDevice::IsCompressed;
private:
WAVEFORMATEX m_WFE{};
LPDIRECTSOUND m_lpDS;
LPDIRECTSOUNDBUFFER m_lpDSB;
};
} // namespace D3
#endif // WIN_SOUND_H