// 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_