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// Filename: audio_music.I
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// Created by: cary (26Sep00)
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::constructor
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// Access: Protected
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// Description: initialize a new music
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////////////////////////////////////////////////////////////////////
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INLINE AudioMusic::AudioMusic(AudioTraits::MusicClass* music,
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AudioTraits::PlayingClass* state,
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AudioTraits::PlayerClass* player,
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AudioTraits::DeleteMusicFunc* destroy,
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const string& filename) : Namable(filename),
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_music(music),
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_state(state),
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_player(player),
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_destroy(destroy) {}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::copy constructor
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// Access: Protected
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// Description: copy a music, but we don't really want to allow this
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////////////////////////////////////////////////////////////////////
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INLINE AudioMusic::AudioMusic(const AudioMusic& c) : Namable(c.get_name()),
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_music(c._music),
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_state(c._state),
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_player(c._player),
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_destroy(c._destroy) {}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::assignment operator
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// Access: Protected
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// Description: copy a music, but we don't really want to allow this
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////////////////////////////////////////////////////////////////////
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INLINE AudioMusic& AudioMusic::operator=(const AudioMusic& c) {
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this->set_name(c.get_name());
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this->_music = c._music;
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this->_state = c._state;
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this->_player = c._player;
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this->_destroy = c._destroy;
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::get_player
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// Access: Protected
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// Description: return the player for this music
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::PlayerClass* AudioMusic::get_player(void) {
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return _player;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::get_music
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// Access: Protected
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// Description: return the trait music class for this music
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::MusicClass* AudioMusic::get_music(void) {
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return _music;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::get_playing
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// Access: Protected
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// Description: return the trait playing class for this music
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::PlayingClass* AudioMusic::get_playing(void) {
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return _state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::equality operator
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// Access: Public
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// Description: test to see if two musics are the same
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////////////////////////////////////////////////////////////////////
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INLINE bool AudioMusic::operator==(const AudioMusic& c) const {
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return (_music == c._music);
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}
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// Filename: audio_music.cxx
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// Created by: cary (26Sep00)
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//
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////////////////////////////////////////////////////////////////////
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#include "audio_music.h"
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#include "config_audio.h"
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TypeHandle AudioMusic::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::destructor
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// Access: Public
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// Description: deletes the music data and then lets the system
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// destroy this structure
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////////////////////////////////////////////////////////////////////
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AudioMusic::~AudioMusic(void) {
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(*_destroy)(_music);
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioMusic::status
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// Access: Public
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// Description: return the current play status of this music
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////////////////////////////////////////////////////////////////////
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AudioMusic::MusicStatus AudioMusic::status(void) {
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// AudioTraits::PlayingClass::PlayingStatus stat = _state->status();
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AudioTraits::MusicClass::MusicStatus stat = _music->status();
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switch (stat) {
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// case AudioTraits::PlayingClass::BAD:
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case AudioTraits::MusicClass::BAD:
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return BAD;
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// case AudioTraits::PlayingClass::READY:
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case AudioTraits::MusicClass::READY:
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return READY;
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// case AudioTraits::PlayingClass::PLAYING:
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case AudioTraits::MusicClass::PLAYING:
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return PLAYING;
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}
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audio_cat->error() << "unknown status for music" << endl;
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return BAD;
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}
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// Filename: audio_music.h
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// Created by: cary (22Sep00)
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//
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////////////////////////////////////////////////////////////////////
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#ifndef __AUDIO_MUSIC_H__
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#define __AUDIO_MUSIC_H__
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#include "audio_trait.h"
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#include "typedReferenceCount.h"
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#include "namable.h"
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class AudioPool;
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class AudioManager;
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class EXPCL_PANDA AudioMusic : public TypedReferenceCount, public Namable {
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private:
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AudioTraits::MusicClass *_music;
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AudioTraits::PlayingClass *_state;
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AudioTraits::PlayerClass *_player;
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AudioTraits::DeleteMusicFunc *_destroy;
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protected:
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INLINE AudioMusic(AudioTraits::MusicClass*, AudioTraits::PlayingClass*,
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AudioTraits::PlayerClass*, AudioTraits::DeleteMusicFunc*,
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const string&);
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INLINE AudioMusic(const AudioMusic&);
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INLINE AudioMusic& operator=(const AudioMusic&);
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INLINE AudioTraits::PlayerClass* get_player(void);
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INLINE AudioTraits::MusicClass* get_music(void);
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INLINE AudioTraits::PlayingClass* get_playing(void);
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friend class AudioPool;
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friend class AudioManager;
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public:
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virtual ~AudioMusic(void);
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INLINE bool operator==(const AudioMusic&) const;
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enum MusicStatus { BAD, READY, PLAYING };
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MusicStatus status(void);
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public:
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// type stuff
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static TypeHandle get_class_type(void) {
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return _type_handle;
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}
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static void init_type(void) {
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TypedReferenceCount::init_type();
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register_type(_type_handle, "AudioMusic",
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TypedReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type(void) const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type(void) {
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init_type();
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return get_class_type();
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}
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private:
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static TypeHandle _type_handle;
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};
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#include "audio_music.I"
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#endif /* __AUDIO_MUSIC_H__ */
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// Filename: audio_sample.I
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// Created by: cary (23Sep00)
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::constructor
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// Access: Protected
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// Description: initialize a new sample
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////////////////////////////////////////////////////////////////////
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INLINE AudioSample::AudioSample(AudioTraits::SampleClass* sample,
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AudioTraits::PlayingClass* state,
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AudioTraits::PlayerClass* player,
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AudioTraits::DeleteSampleFunc* destroy,
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const string& filename) : Namable(filename),
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_sample(sample),
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_state(state),
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_player(player),
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_destroy(destroy) {}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::copy constructor
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// Access: Protected
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// Description: copy a sample, but we don't really want to allow this
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////////////////////////////////////////////////////////////////////
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INLINE AudioSample::AudioSample(const AudioSample& c) : Namable(c.get_name()),
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_sample(c._sample),
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_state(c._state),
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_player(c._player),
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_destroy(c._destroy) {}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::assignment operator
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// Access: Protected
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// Description: copy a sample, but we don't really want to allow this
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////////////////////////////////////////////////////////////////////
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INLINE AudioSample& AudioSample::operator=(const AudioSample& c) {
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this->set_name(c.get_name());
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this->_sample = c._sample;
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this->_state = c._state;
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this->_player = c._player;
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this->_destroy = c._destroy;
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return *this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::get_player
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// Access: Protected
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// Description: return the player for this sample
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::PlayerClass* AudioSample::get_player(void) {
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return _player;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::get_sample
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// Access: Protected
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// Description: return the trait sample class for this sample
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::SampleClass* AudioSample::get_sample(void) {
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return _sample;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::get_playing
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// Access: Protected
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// Description: return the trait playing class for this sample
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////////////////////////////////////////////////////////////////////
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INLINE AudioTraits::PlayingClass* AudioSample::get_playing(void) {
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return _state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::equality operator
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// Access: Public
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// Description: test to see if two samples are the same
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////////////////////////////////////////////////////////////////////
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INLINE bool AudioSample::operator==(const AudioSample& c) const {
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return (_sample == c._sample);
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}
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// Filename: audio_sample.cxx
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// Created by: cary (23Sep00)
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//
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////////////////////////////////////////////////////////////////////
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#include "audio_sample.h"
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#include "config_audio.h"
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TypeHandle AudioSample::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::destructor
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// Access: Public
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// Description: deletes the sample data and then lets the system
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// destroy this structure
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////////////////////////////////////////////////////////////////////
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AudioSample::~AudioSample(void) {
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(*_destroy)(_sample);
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::length
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// Access: Public
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// Description: return the length (in seconds) of the sample
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////////////////////////////////////////////////////////////////////
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float AudioSample::length(void) {
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return _sample->length();
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}
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////////////////////////////////////////////////////////////////////
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// Function: AudioSample::status
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// Access: Public
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// Description: return the current play status of this sample
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////////////////////////////////////////////////////////////////////
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AudioSample::SampleStatus AudioSample::status(void) {
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AudioTraits::PlayingClass::PlayingStatus stat = _state->status();
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switch (stat) {
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case AudioTraits::PlayingClass::BAD:
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return BAD;
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case AudioTraits::PlayingClass::READY:
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return READY;
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case AudioTraits::PlayingClass::PLAYING:
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return PLAYING;
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}
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audio_cat->error() << "unknown status for sample" << endl;
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return BAD;
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}
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// Filename: audio_sample.h
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// Created by: cary (22Sep00)
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//
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////////////////////////////////////////////////////////////////////
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#ifndef __AUDIO_SAMPLE_H__
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#define __AUDIO_SAMPLE_H__
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#include "audio_trait.h"
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#include "typedReferenceCount.h"
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#include "namable.h"
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class AudioPool;
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class AudioManager;
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class EXPCL_PANDA AudioSample : public TypedReferenceCount, public Namable {
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private:
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AudioTraits::SampleClass *_sample;
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AudioTraits::PlayingClass *_state;
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AudioTraits::PlayerClass *_player;
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AudioTraits::DeleteSampleFunc *_destroy;
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protected:
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INLINE AudioSample(AudioTraits::SampleClass*, AudioTraits::PlayingClass*,
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AudioTraits::PlayerClass*, AudioTraits::DeleteSampleFunc*,
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const string&);
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INLINE AudioSample(const AudioSample&);
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INLINE AudioSample& operator=(const AudioSample&);
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INLINE AudioTraits::PlayerClass* get_player(void);
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INLINE AudioTraits::SampleClass* get_sample(void);
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INLINE AudioTraits::PlayingClass* get_playing(void);
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friend class AudioPool;
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friend class AudioManager;
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public:
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virtual ~AudioSample(void);
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INLINE bool operator==(const AudioSample&) const;
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enum SampleStatus { BAD, READY, PLAYING } ;
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float length(void);
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SampleStatus status(void);
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public:
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// type stuff
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static TypeHandle get_class_type(void) {
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return _type_handle;
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}
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static void init_type(void) {
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TypedReferenceCount::init_type();
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register_type(_type_handle, "AudioSample",
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TypedReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type(void) const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type(void) {
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init_type();
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return get_class_type();
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}
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private:
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static TypeHandle _type_handle;
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};
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#include "audio_sample.I"
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#endif /* __AUDIO_SAMPLE_H__ */
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