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Add CoreAudio Backend, still needs a bit of work. Will cleanup AudioCommon.cpp, and finish off CoreAudioStream.cpp if I ever get running games working in Snow Leopard. Interpreter seems to run in to a spinlock, dunno why yet, and Jit just crashes out. Core problems is probably something I won't be able to fix
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4316 8ced0084-cf51-0410-be5f-012b33b47a6e
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58
Source/Core/AudioCommon/Src/CoreAudioSoundStream.h
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58
Source/Core/AudioCommon/Src/CoreAudioSoundStream.h
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// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _COREAUDIO_SOUND_STREAM_H
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#define _COREAUDIO_SOUND_STREAM_H
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#include "Common.h"
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#include "SoundStream.h"
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#if defined(__APPLE__)
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#include <CoreAudio/AudioHardware.h>
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#endif
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#include "Thread.h"
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class CoreAudioSound : public SoundStream
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{
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#if defined(__APPLE__)
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public:
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CoreAudioSound(CMixer *mixer);
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virtual ~CoreAudioSound();
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virtual bool Start();
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virtual void SoundLoop();
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virtual void Stop();
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static bool isValid() {
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return true;
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}
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virtual bool usesMixer() const {
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return true;
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}
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virtual void Update();
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private:
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bool CoreAudioInit();
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#else
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public:
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CoreAudioSound(CMixer *mixer) : SoundStream(mixer) {}
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#endif
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};
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#endif
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