Play bootSound.btsnd while shaders/pipelines are compiling (#1047)

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goeiecool9999 2024-12-18 15:55:23 +01:00 committed by GitHub
parent b53b223ba9
commit 3738ccd2e6
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GPG key ID: B5690EEEBB952194
17 changed files with 310 additions and 128 deletions

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@ -55,11 +55,15 @@ public:
virtual bool FeedBlock(sint16* data) = 0;
virtual bool Play() = 0;
virtual bool Stop() = 0;
void SetAudioDelayOverride(uint32 delay);
uint32 GetAudioDelay() const;
static void PrintLogging();
static void InitializeStatic();
static bool IsAudioAPIAvailable(AudioAPI api);
static std::unique_ptr<IAudioAPI> CreateDeviceFromConfig(bool TV, sint32 rate, sint32 samples_per_block, sint32 bits_per_sample);
static std::unique_ptr<IAudioAPI> CreateDeviceFromConfig(bool TV, sint32 rate, sint32 channels, sint32 samples_per_block, sint32 bits_per_sample);
static std::unique_ptr<IAudioAPI> CreateDevice(AudioAPI api, const DeviceDescriptionPtr& device, sint32 samplerate, sint32 channels, sint32 samples_per_block, sint32 bits_per_sample);
static std::vector<DeviceDescriptionPtr> GetDevices(AudioAPI api);
@ -75,9 +79,10 @@ protected:
bool m_playing = false;
static std::array<bool, AudioAPIEnd> s_availableApis;
static uint32 s_audioDelay;
uint32 m_audioDelayOverride = 0;
private:
static uint32 s_audioDelay;
void InitWFX(sint32 samplerate, sint32 channels, sint32 bits_per_sample);
};