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-rw-r--r--Game/Code/Classes/UMusic.pas39
-rw-r--r--Game/Code/Classes/UMusic_BASS.pas2
2 files changed, 31 insertions, 10 deletions
diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas
index 934e14e3..a2620607 100644
--- a/Game/Code/Classes/UMusic.pas
+++ b/Game/Code/Classes/UMusic.pas
@@ -96,7 +96,6 @@ type
type
IAudioPlayback = Interface
procedure InitializePlayback;
- procedure InitializeRecord;
procedure SetVolume(Volume: integer);
procedure SetMusicVolume(Volume: integer);
procedure SetLoop(Enabled: boolean);
@@ -121,18 +120,25 @@ type
procedure PlayClap;
procedure PlayShuffle;
procedure StopShuffle;
+
+ function LoadSoundFromFile(var hStream: hStream; Name: string): boolean;
+
+ //Custom Sounds
+ function LoadCustomSound(const Filename: String): Cardinal;
+ procedure PlayCustomSound(const Index: Cardinal );
+ end;
+
+ IAudioInput = Interface
+ procedure InitializeRecord;
+
procedure CaptureStart;
procedure CaptureStop;
+
procedure CaptureCard(RecordI, PlayerLeft, PlayerRight: byte);
procedure StopCard(Card: byte);
- function LoadSoundFromFile(var hStream: hStream; Name: string): boolean;
//Equalizer
function GetFFTData: TFFTData;
-
- //Custom Sounds
- function LoadCustomSound(const Filename: String): Cardinal;
- procedure PlayCustomSound(const Index: Cardinal );
end;
@@ -147,8 +153,11 @@ var // TODO : JB --- THESE SHOULD NOT BE GLOBAL
Czas: TCzas;
-procedure InitializeSound;
+procedure InitializeSound;
+
function AudioPlayback(): IAudioPlayback;
+function AudioInput(): IAudioInput;
+
implementation
@@ -158,25 +167,37 @@ uses
var
singleton_AudioPlayback : IAudioPlayback;
+ singleton_AudioInput : IAudioInput;
function AudioPlayback(): IAudioPlayback;
begin
if singleton_AudioPlayback = nil then
begin
writeln( 'Created AudioPlayback' );
- singleton_AudioPlayback := TMusic_bass.create();
+ singleton_AudioPlayback := TMusic_bass.create(); // Yes we could do this with one instance of TMusic_Bass... but I cant be bothered at this point:P
end;
result := singleton_AudioPlayback;
end;
+function AudioInput(): IAudioInput;
+begin
+ if singleton_AudioInput = nil then
+ begin
+ writeln( 'Created AudioInput' );
+ singleton_AudioInput := TMusic_bass.create(); // Yes we could do this with one instance of TMusic_Bass... but I cant be bothered at this point:P
+ end;
+
+ result := singleton_AudioInput;
+end;
+
procedure InitializeSound;
begin
Log.LogStatus('Initializing Playback', 'InitializeSound');
AudioPlayback.InitializePlayback;
Log.LogStatus('Initializing Record', 'InitializeSound');
- AudioPlayback.InitializeRecord;
+ AudioInput.InitializeRecord;
end;
end.
diff --git a/Game/Code/Classes/UMusic_BASS.pas b/Game/Code/Classes/UMusic_BASS.pas
index dfb6f79c..7de2d781 100644
--- a/Game/Code/Classes/UMusic_BASS.pas
+++ b/Game/Code/Classes/UMusic_BASS.pas
@@ -32,7 +32,7 @@ uses Classes,
type
- TMusic_bass = class( TInterfacedObject, IAudioPlayback )
+ TMusic_bass = class( TInterfacedObject, IAudioPlayback, IAudioInput )
private
BassStart: hStream; // Wait, I've replaced this with BASS
BassBack: hStream; // It has almost all features we need