225 lines
8.6 KiB
C++
225 lines
8.6 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file audioManager.h
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* @author skyler
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* @date 2001-06-06
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* Prior system by: cary
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*/
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#ifndef AUDIOMANAGER_H
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#define AUDIOMANAGER_H
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#include "config_audio.h"
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#include "audioSound.h"
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#include "luse.h"
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#include "filterProperties.h"
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#include "movieAudio.h"
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#include "atomicAdjust.h"
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typedef AudioManager *Create_AudioManager_proc();
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class EXPCL_PANDA_AUDIO AudioManager : public TypedReferenceCount {
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PUBLISHED:
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enum SpeakerModeCategory {
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// These enumerants line up one-to-one with the FMOD SPEAKERMODE
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// enumerants.
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SPEAKERMODE_raw,
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SPEAKERMODE_mono,
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SPEAKERMODE_stereo,
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SPEAKERMODE_quad,
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SPEAKERMODE_surround,
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SPEAKERMODE_5point1,
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SPEAKERMODE_7point1,
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SPEAKERMODE_max,
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SPEAKERMODE_COUNT
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};
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enum SpeakerId {
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SPK_none,
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SPK_frontleft,
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SPK_frontright,
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SPK_center,
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SPK_sub,
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SPK_backleft,
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SPK_backright,
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SPK_sideleft,
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SPK_sideright,
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SPK_COUNT,
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};
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enum StreamMode {
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SM_heuristic,
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SM_sample,
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SM_stream,
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};
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virtual int get_speaker_setup();
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virtual void set_speaker_setup(SpeakerModeCategory cat);
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virtual bool configure_filters(FilterProperties *config);
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// Create an AudioManager for each category of sounds you have. E.g.
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// MySoundEffects = create_AudioManager::AudioManager(); MyMusicManager =
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// create_AudioManager::AudioManager(); ... my_sound =
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// MySoundEffects.get_sound("neatSfx.mp3"); my_music =
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// MyMusicManager.get_sound("introTheme.mid");
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static PT(AudioManager) create_AudioManager();
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virtual ~AudioManager();
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virtual void shutdown();
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// If you're interested in knowing whether this audio manager is valid,
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// here's the call to do it. It is not necessary to check whether the audio
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// manager is valid before making other calls. You are free to use an
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// invalid sound manager, you may get silent sounds from it though. The
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// sound manager and the sounds it creates should not crash the application
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// even when the objects are not valid.
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virtual bool is_valid() = 0;
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// Get a sound:
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virtual PT(AudioSound) get_sound(const Filename &file_name, bool positional = false, int mode=SM_heuristic) = 0;
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virtual PT(AudioSound) get_sound(MovieAudio *source, bool positional = false, int mode=SM_heuristic) = 0;
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PT(AudioSound) get_null_sound();
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// Tell the AudioManager there is no need to keep this one cached. This
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// doesn't break any connection between AudioSounds that have already given
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// by get_sound() from this manager. It's only affecting whether the
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// AudioManager keeps a copy of the sound in its poolcache.
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virtual void uncache_sound(const Filename &file_name) = 0;
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virtual void clear_cache() = 0;
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virtual void set_cache_limit(unsigned int count) = 0;
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virtual unsigned int get_cache_limit() const = 0;
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// Control volume: FYI: If you start a sound with the volume off and turn
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// the volume up later, you'll hear the sound playing at that late point. 0
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// = minimum; 1.0 = maximum. inits to 1.0.
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virtual void set_volume(PN_stdfloat volume) = 0;
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virtual PN_stdfloat get_volume() const = 0;
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/*
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* Turn the manager on or off. If you play a sound while the manager is
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* inactive, it won't start. If you deactivate the manager while sounds are
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* playing, they'll stop. If you activate the manager while looping sounds
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* are playing (those that have a loop_count of zero), they will start playing
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* from the beginning of their loop. inits to true.
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*/
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virtual void set_active(bool flag) = 0;
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virtual bool get_active() const = 0;
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// This controls the number of sounds that you allow at once. This is more
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// of a user choice -- it avoids talk over and the creation of a cacophony.
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// It can also be used to help performance. 0 == unlimited. 1 == mutually
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// exclusive (one sound at a time). Which is an example of: n == allow n
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// sounds to be playing at the same time.
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virtual void set_concurrent_sound_limit(unsigned int limit = 0) = 0;
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virtual unsigned int get_concurrent_sound_limit() const = 0;
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// This is likely to be a utility function for the concurrent_sound_limit
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// options. It is exposed as an API, because it's reasonable that it may be
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// useful to be here. It reduces the number of concurrently playing sounds
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// to count by some implementation specific means. If the number of sounds
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// currently playing is at or below count then there is no effect.
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virtual void reduce_sounds_playing_to(unsigned int count) = 0;
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// Stop playback on all sounds managed by this manager. This is effectively
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// the same as reduce_sounds_playing_to(0), but this call may be for
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// efficient on some implementations.
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virtual void stop_all_sounds() = 0;
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// This should be called every frame. Failure to call could cause problems.
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virtual void update();
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// This controls the "set of ears" that listens to 3D spacialized sound px,
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// py, pz are position coordinates. vx, vy, vz are a velocity vector in
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// UNITS PER SECOND (default: meters). fx, fy and fz are the respective
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// components of a unit forward-vector ux, uy and uz are the respective
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// components of a unit up-vector
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virtual void audio_3d_set_listener_attributes(PN_stdfloat px, PN_stdfloat py, PN_stdfloat pz,
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PN_stdfloat vx, PN_stdfloat vy, PN_stdfloat vz,
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PN_stdfloat fx, PN_stdfloat fy, PN_stdfloat fz,
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PN_stdfloat ux, PN_stdfloat uy, PN_stdfloat uz);
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virtual void audio_3d_get_listener_attributes(PN_stdfloat *px, PN_stdfloat *py, PN_stdfloat *pz,
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PN_stdfloat *vx, PN_stdfloat *vy, PN_stdfloat *vz,
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PN_stdfloat *fx, PN_stdfloat *fy, PN_stdfloat *fz,
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PN_stdfloat *ux, PN_stdfloat *uy, PN_stdfloat *uz);
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// Control the "relative scale that sets the distance factor" units for 3D
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// spacialized audio. This is a float in units-per-meter. Default value is
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// 1.0, which means that Panda units are understood as meters; for e.g.
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// feet, set 3.28. This factor is applied only to Fmod and OpenAL at the
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// moment.
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virtual void audio_3d_set_distance_factor(PN_stdfloat factor);
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virtual PN_stdfloat audio_3d_get_distance_factor() const;
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// Control the presence of the Doppler effect. Default is 1.0 Exaggerated
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// Doppler, use >1.0 Diminshed Doppler, use <1.0
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virtual void audio_3d_set_doppler_factor(PN_stdfloat factor);
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virtual PN_stdfloat audio_3d_get_doppler_factor() const;
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// Exaggerate or diminish the effect of distance on sound. Default is 1.0
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// Valid range is 0 to 10 Faster drop off, use >1.0 Slower drop off, use
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// <1.0
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virtual void audio_3d_set_drop_off_factor(PN_stdfloat factor);
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virtual PN_stdfloat audio_3d_get_drop_off_factor() const;
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static Filename get_dls_pathname();
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MAKE_PROPERTY(dls_pathname, get_dls_pathname);
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virtual void output(std::ostream &out) const;
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virtual void write(std::ostream &out) const;
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// set_speaker_configuration is a Miles only method.
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virtual void set_speaker_configuration(LVecBase3 *speaker1, LVecBase3 *speaker2=nullptr, LVecBase3 *speaker3=nullptr, LVecBase3 *speaker4=nullptr, LVecBase3 *speaker5=nullptr, LVecBase3 *speaker6=nullptr, LVecBase3 *speaker7=nullptr, LVecBase3 *speaker8=nullptr, LVecBase3 *speaker9=nullptr);
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public:
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static void register_AudioManager_creator(Create_AudioManager_proc* proc);
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protected:
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friend class AudioSound;
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// Avoid adding data members (instance variables) to this mostly abstract
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// base class. This allows implementors of various sound systems the best
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// flexibility.
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static Create_AudioManager_proc* _create_AudioManager;
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AtomicAdjust::Pointer _null_sound;
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AudioManager();
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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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TypedReferenceCount::init_type();
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register_type(_type_handle, "AudioManager",
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TypedReferenceCount::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() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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inline std::ostream &
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operator << (std::ostream &out, const AudioManager &mgr) {
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mgr.output(out);
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return out;
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}
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#include "audioManager.I"
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#endif /* AUDIOMANAGER_H */
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