dolphin/Source/Core/AudioCommon/Src/SoundStream.h

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