// Copyright (c) 2008, Niels Martin Hansen // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of the Aegisub Group nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // Aegisub Project http://www.aegisub.org/ // // $Id$ /// @file audio_player_dsound2.h /// @see audio_player_dsound2.cpp /// @ingroup audio_output /// #ifdef WITH_DIRECTSOUND #include #include "include/aegisub/audio_player.h" class DirectSoundPlayer2Thread; class DirectSoundPlayer2 : public AudioPlayer { DirectSoundPlayer2Thread *thread; protected: int WantedLatency; int BufferLength; bool IsThreadAlive(); public: DirectSoundPlayer2(); ~DirectSoundPlayer2(); void OpenStream(); void CloseStream(); void SetProvider(AudioProvider *provider); void Play(int64_t start,int64_t count); void Stop(bool timerToo=true); bool IsPlaying(); int64_t GetStartPosition(); int64_t GetEndPosition(); int64_t GetCurrentPosition(); void SetEndPosition(int64_t pos); void SetCurrentPosition(int64_t pos); void SetVolume(double vol); double GetVolume(); }; class DirectSoundPlayer2Factory : public AudioPlayerFactory { public: AudioPlayer *CreatePlayer() { return new DirectSoundPlayer2(); } }; #endif