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#ifndef NW4R_SND_WAVE_SOUND_H
#define NW4R_SND_WAVE_SOUND_H
/*******************************************************************************
* headers
*/
#include "common.h"
#include "nw4r/snd/snd_BasicSound.h"
#include "nw4r/snd/snd_debug.h"
#include "nw4r/snd/snd_WsdPlayer.h"
#include "nw4r/ut/ut_LinkList.h"
/*******************************************************************************
* types
*/
// forward declarations
namespace nw4r { namespace snd { namespace detail { template <class> class SoundInstanceManager; }}}
namespace nw4r { namespace snd { class WaveSoundHandle; }}
namespace nw4r { namespace ut { namespace detail { class RuntimeTypeInfo; }}}
/*******************************************************************************
* classes and functions
*/
namespace nw4r { namespace snd { namespace detail
{
class WaveSound : public BasicSound
{
// typedefs
public:
/* redeclare with this class instead of BasicSound for
* SoundInstanceManager
*/
typedef ut::LinkList<WaveSound, 0xf0> PriorityLinkList;
// methods
public:
// cdtors
WaveSound(SoundInstanceManager<WaveSound> *manager, int priority,
int ambientPriority);
/* virtual ~WaveSound() {} */ // virtual function ordering
// virtual function ordering
// vtable BasicSound
virtual ut::detail::RuntimeTypeInfo const *GetRuntimeTypeInfo() const
{
return &typeInfo;
}
virtual ~WaveSound() {}
virtual void Shutdown();
virtual bool IsPrepared() const { return mPreparedFlag; }
virtual bool IsAttachedTempSpecialHandle();
virtual void DetachTempSpecialHandle();
virtual BasicPlayer &GetBasicPlayer() { return mWsdPlayer; }
virtual BasicPlayer const &GetBasicPlayer() const { return mWsdPlayer; }
virtual void OnUpdatePlayerPriority();
// methods
bool Prepare(void const *waveSoundBase, s32 waveSoundOffset,
WsdPlayer::StartOffsetType startOffsetType, s32 offset,
WsdPlayer::WsdCallback const *callback,
u32 callbackData);
void SetChannelPriority(int priority);
void SetReleasePriorityFix(bool flag);
static DebugSoundType GetSoundType()
{
return DEBUG_SOUND_TYPE_WAVESOUND;
}
u32 GetPlaySamplePosition() const { return mWsdPlayer.GetPlaySamplePosition(); }
// static members
public:
static ut::detail::RuntimeTypeInfo const typeInfo;
// members
private:
/* base BasicSound */ // size 0x100, offset 0x000
WsdPlayer mWsdPlayer; // size 0x138, offset 0x100
WaveSoundHandle *mTempSpecialHandle; // size 0x004, offset 0x238
SoundInstanceManager<WaveSound> *mManager; // size 0x004, offset 0x23c
bool mPreparedFlag; // size 0x001, offset 0x240
/* 3 bytes padding */
// friends
private:
friend class snd::WaveSoundHandle;
}; // size 0x244
}}} // namespace nw4r::snd::detail
#endif // NW4R_SND_WAVE_SOUND_H
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