264 lines
7.9 KiB
C++
264 lines
7.9 KiB
C++
// Filename: fmodAudioSound.h
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// Created by: cort (January 22, 2003)
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// Prior system by: cary
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// Rewrite [for new Version of FMOD-EX] by: Stan Rosenbaum "Staque" - Spring 2006
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//
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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//
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//
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//
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////////////////////////////////////////////////////////////////////
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//
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//[FIRST READ FmodAudioManager for an Introduction if you haven't already].
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//
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//Hello, all future Panda audio code people! This is my errata documentation to
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//Help any future programmer maintain FMOD and PANDA.
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//
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//Well, if you reading this you probably want to know how PANDA deals with sounds
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//directly using FMOD-EX. Well I am going to tell you.
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//
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//The first thing, you as the programmer have to understand, especially if you
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//never have done sound programming before, is how the FMOD-EX API works.
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//
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//With FMOD-EX the guys at Firelight, adopted a model of managing sounds with FMOD
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//similar to how a Sound Designer creates sound in a sound studio using ‘SOUNDS’
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//and ‘CHANNELS’. Although this may seem strange at first, if you are not familiar
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//with sound programming, there is a very good metaphor you are probably already
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//familiar with to explain how FMOD-EX works.
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//
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//Think of you standard GUI API. Usually a GUI API is made up of two things:
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//Windows and Widgets. These correspond to ‘CHANNELS’ and ‘SOUNDS’, where a
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//Channel is a Window and a Sound is Widget. Sounds are played within channels,
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//and channels don’t exist unless they have something to display.
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//
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//Now why am I explaining all of this? When PANDA was created they set up the
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//basic audio classes to handle only the idea of a ‘SOUND’. The idea of a
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//‘Channel’ really wasn't prevalent as in more modern Audio APIs. With this rewrite
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//of PANDA to use the FMOD-EX API, the PANDA FmodAudioSound Class, now has to
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//handle two different parts of the FMOD-EX API in order to play a sound.
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//
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//SOUND: The object the handles the audio data in form of WAV, AIF, OGG, MID, IT,
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//MP3, etc... And CHANNEL: The object that actually plays the sound and
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//manipulates it in real time.
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//
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//Ultimately this isn’t a problem expect for a couple situations when you go to
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//play a sound, which I will explain in more detail in that part of the code. All
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//that you have to know right now is that ‘Channels’ in FMOD do not exist
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//unless they are playing a sound. And in the PANDA FmodAudioSound API class there
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//is only ONE dedicated channel per sound.
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//Otherwise there is really nothing to worry about.
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//
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////////////////////////////////////////////////////////////////////
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#ifndef __FMOD_AUDIO_SOUND_H__
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#define __FMOD_AUDIO_SOUND_H__
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#include <pandabase.h>
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#ifdef HAVE_FMOD //[
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#include "audioSound.h"
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#include <fmod.hpp>
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#include <fmod_errors.h>
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class FmodAudioDSP;
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class EXPCL_FMOD_AUDIO FmodAudioSound : public AudioSound {
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public:
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FmodAudioSound(AudioManager *manager, string file_name, bool positional );
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~FmodAudioSound();
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// For best compatability, set the loop_count, start_time,
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// volume, and balance, prior to calling play(). You may
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// set them while they're playing, but it's implementation
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// specific whether you get the results.
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void play();
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void stop();
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// loop: false = play once; true = play forever.
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// inits to false.
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void set_loop(bool loop=true);
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bool get_loop() const;
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// loop_count: 0 = forever; 1 = play once; n = play n times.
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// inits to 1.
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void set_loop_count(unsigned long loop_count=1);
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unsigned long get_loop_count() const;
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// 0 = begining; length() = end.
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// inits to 0.0.
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void set_time(float start_time=0.0);
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float get_time() const;
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// 0 = minimum; 1.0 = maximum.
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// inits to 1.0.
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void set_volume(float volume=1.0);
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float get_volume() const;
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// -1.0 is hard left
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// 0.0 is centered
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// 1.0 is hard right
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// inits to 0.0.
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void set_balance(float balance_right=0.0);
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float get_balance() const;
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// play_rate is any positive float value.
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// inits to 1.0.
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void set_play_rate(float play_rate=1.0f);
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float get_play_rate() const;
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const string& get_name() const;
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// return: playing time in seconds.
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float length() const;
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// Controls the position of this sound's emitter.
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// pos is a pointer to an xyz triplet of the emitter's position.
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// vel is a pointer to an xyz triplet of the emitter's velocity.
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void set_3d_attributes(float px, float py, float pz, float vx, float vy, float vz);
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void get_3d_attributes(float *px, float *py, float *pz, float *vx, float *vy, float *vz);
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void set_3d_min_distance(float dist);
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float get_3d_min_distance() const;
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void set_3d_max_distance(float dist);
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float get_3d_max_distance() const;
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AudioSound::SoundStatus status() const;
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virtual bool add_dsp( PT(AudioDSP) dspToAdd );
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virtual bool remove_dsp( PT(AudioDSP) x);
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virtual float get_speaker_mix(int speaker);
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virtual void set_speaker_mix(float frontleft, float frontright, float center, float sub, float backleft, float backright, float sideleft, float sideright);
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//THESE ARE NOT USED ANYMORE.
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//THEY ARE ONLY HERE BECAUSE THEY are still needed by Miles.
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//THESE are stubs in FMOD-EX version
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////////////////////////////////////////////////////////////////////
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void set_active(bool active=true);
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bool get_active() const;
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void finished();
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void set_finished_event(const string& event);
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const string& get_finished_event() const;
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////////////////////////////////////////////////////////////////////
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protected:
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private:
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FmodAudioManager *_manager;
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FMOD::Sound *_sound;
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FMOD::Channel *_channel;
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string _file_name;
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float _volume;
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float _balance;
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float _playrate;
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int _priority;
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float _sampleFrequency;
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mutable float _length; //in seconds.
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FMOD_SPEAKERMODE _speakermode;
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float _frontleft;
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float _frontright;
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float _center;
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float _sub;
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float _backleft;
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float _backright;
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float _sideleft;
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float _sideright;
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FMOD_VECTOR _location;
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FMOD_VECTOR _velocity;
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float _min_dist;
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float _max_dist;
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void play2DSound();
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void play3DSound();
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void prepareSound();
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void prepare2DSound();
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void prepare3DSound();
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void set_volume_on_channel();
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void set_balance_on_channel();
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void set_play_rate_on_channel();
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void set_speaker_mix_on_channel();
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void add_dsp_on_channel();
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void set_speaker_mix_or_balance_on_channel();
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virtual int get_priority();
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virtual void set_priority(int priority);
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//The Data Structure that holds all the DSPs.
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typedef pset<PT (FmodAudioDSP) > DSPSet;
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DSPSet _sound_dsp;
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//THESE AREN'T USED ANYMORE.
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//THEY ARE ONLY HERE BECAUSE THEY are still need by Miles.
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//THESE are stubs in FMOD-EX version
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string _finished_event;
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////////////////////////////////////////////////////////////
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//These are needed for Panda's Pointer System. DO NOT ERASE!
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////////////////////////////////////////////////////////////
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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AudioSound::init_type();
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register_type(_type_handle, "FmodAudioSound", AudioSound::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {
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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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//DONE
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////////////////////////////////////////////////////////////
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};
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#include "fmodAudioSound.I"
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#endif //]
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#endif /* __FMOD_AUDIO_SOUND_H__ */
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