split Sound.cs in smaller chunks
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52
OpenRA.Game/Sound/SoundDevice.cs
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52
OpenRA.Game/Sound/SoundDevice.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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namespace OpenRA
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{
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interface ISoundEngine
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{
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ISoundSource AddSoundSourceFromMemory(byte[] data, int channels, int sampleBits, int sampleRate);
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ISound Play2D(ISoundSource sound, bool loop, bool relative, WPos pos, float volume, bool attenuateVolume);
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float Volume { get; set; }
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void PauseSound(ISound sound, bool paused);
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void StopSound(ISound sound);
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void SetAllSoundsPaused(bool paused);
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void StopAllSounds();
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void SetListenerPosition(WPos position);
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void SetSoundVolume(float volume, ISound music, ISound video);
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}
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public class SoundDevice
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{
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public readonly string Engine;
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public readonly string Device;
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public readonly string Label;
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public SoundDevice(string engine, string device, string label)
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{
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Engine = engine;
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Device = device;
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Label = label;
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// Limit label to 32 characters
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if (Label.Length > 32)
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Label = "..." + Label.Substring(Label.Length - 32);
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}
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}
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interface ISoundSource { }
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public interface ISound
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{
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float Volume { get; set; }
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float SeekPosition { get; }
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bool Playing { get; }
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}
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}
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