Shawn Hoffman ccd30024b3 Update to VS2013 and a slew of build-related updates. Notes:
* Currently there is no DEBUGFAST configuration. Defining DEBUGFAST as a preprocessor definition in Base.props (or a global header) enables it for now, pending a better method. This was done to make managing the build harder to screw up. However it may not even be an issue anymore with the new .props usage.
* D3DX11SaveTextureToFile usage is dropped and not replaced.
* If you have $(DXSDK_DIR) in your global property sheets (Microsoft.Cpp.$(PlatformName).user), you need to remove it. The build will error out with a message if it's configured incorrectly.
* If you are on Windows 8 or above, you no longer need the June 2010 DirectX SDK installed to build dolphin. If you are in this situation, it is still required if you want your built binaries to be able to use XAudio2 and XInput on previous Windows versions.
* GLew updated to 1.10.0
* compiler switches added: /volatile:iso, /d2Zi+
* LTCG available via msbuild property: DolphinRelease
* SDL updated to 2.0.0
* All Externals (excl. OpenAL and SDL) are built from source.
* Now uses STL version of std::{mutex,condition_variable,thread}
* Now uses Build as root directory for *all* intermediate files
* Binary directory is populated as post-build msbuild action
* .gitignore is simplified
* UnitTests project is no longer compiled
2013-10-26 17:55:38 -07:00

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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_