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Source/Engine/Audio/AudioBackend.h
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264
Source/Engine/Audio/AudioBackend.h
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Config.h"
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#include "Types.h"
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#include "Engine/Core/Types/BaseTypes.h"
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/// <summary>
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/// The helper class for that handles active audio backend operations.
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/// </summary>
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class AudioBackend
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{
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friend AudioBackend;
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friend class AudioService;
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private:
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static AudioBackend* Instance;
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private:
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// Listener
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virtual void Listener_OnAdd(AudioListener* listener) = 0;
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virtual void Listener_OnRemove(AudioListener* listener) = 0;
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virtual void Listener_VelocityChanged(AudioListener* listener) = 0;
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virtual void Listener_TransformChanged(AudioListener* listener) = 0;
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// Source
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virtual void Source_OnAdd(AudioSource* source) = 0;
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virtual void Source_OnRemove(AudioSource* source) = 0;
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virtual void Source_VelocityChanged(AudioSource* source) = 0;
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virtual void Source_TransformChanged(AudioSource* source) = 0;
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virtual void Source_VolumeChanged(AudioSource* source) = 0;
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virtual void Source_PitchChanged(AudioSource* source) = 0;
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virtual void Source_IsLoopingChanged(AudioSource* source) = 0;
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virtual void Source_MinDistanceChanged(AudioSource* source) = 0;
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virtual void Source_AttenuationChanged(AudioSource* source) = 0;
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virtual void Source_ClipLoaded(AudioSource* source) = 0;
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virtual void Source_Cleanup(AudioSource* source) = 0;
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virtual void Source_Play(AudioSource* source) = 0;
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virtual void Source_Pause(AudioSource* source) = 0;
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virtual void Source_Stop(AudioSource* source) = 0;
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virtual void Source_SetCurrentBufferTime(AudioSource* source, float value) = 0;
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virtual float Source_GetCurrentBufferTime(const AudioSource* source) = 0;
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virtual void Source_SetNonStreamingBuffer(AudioSource* source) = 0;
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virtual void Source_GetProcessedBuffersCount(AudioSource* source, int32& processedBuffersCount) = 0;
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virtual void Source_GetQueuedBuffersCount(AudioSource* source, int32& queuedBuffersCount) = 0;
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virtual void Source_QueueBuffer(AudioSource* source, uint32 bufferId) = 0;
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virtual void Source_DequeueProcessedBuffers(AudioSource* source) = 0;
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// Buffer
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virtual void Buffer_Create(uint32& bufferId) = 0;
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virtual void Buffer_Delete(uint32& bufferId) = 0;
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virtual void Buffer_Write(uint32 bufferId, byte* samples, const AudioDataInfo& info) = 0;
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// Base
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virtual const Char* Base_Name() = 0;
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virtual void Base_OnActiveDeviceChanged() = 0;
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virtual void Base_SetDopplerFactor(float value) = 0;
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virtual void Base_SetVolume(float value) = 0;
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virtual bool Base_Init() = 0;
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virtual void Base_Update() = 0;
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virtual void Base_Dispose() = 0;
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public:
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virtual ~AudioBackend()
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{
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}
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public:
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class Listener
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{
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public:
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FORCE_INLINE static void OnAdd(AudioListener* listener)
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{
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Instance->Listener_OnAdd(listener);
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}
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FORCE_INLINE static void OnRemove(AudioListener* listener)
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{
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Instance->Listener_OnRemove(listener);
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}
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FORCE_INLINE static void VelocityChanged(AudioListener* listener)
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{
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Instance->Listener_VelocityChanged(listener);
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}
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FORCE_INLINE static void TransformChanged(AudioListener* listener)
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{
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Instance->Listener_TransformChanged(listener);
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}
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};
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class Source
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{
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public:
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FORCE_INLINE static void OnAdd(AudioSource* source)
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{
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Instance->Source_OnAdd(source);
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}
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FORCE_INLINE static void OnRemove(AudioSource* source)
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{
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Instance->Source_OnRemove(source);
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}
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FORCE_INLINE static void VelocityChanged(AudioSource* source)
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{
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Instance->Source_VelocityChanged(source);
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}
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FORCE_INLINE static void TransformChanged(AudioSource* source)
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{
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Instance->Source_TransformChanged(source);
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}
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FORCE_INLINE static void VolumeChanged(AudioSource* source)
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{
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Instance->Source_VolumeChanged(source);
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}
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FORCE_INLINE static void PitchChanged(AudioSource* source)
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{
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Instance->Source_PitchChanged(source);
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}
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FORCE_INLINE static void IsLoopingChanged(AudioSource* source)
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{
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Instance->Source_IsLoopingChanged(source);
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}
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FORCE_INLINE static void MinDistanceChanged(AudioSource* source)
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{
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Instance->Source_MinDistanceChanged(source);
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}
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FORCE_INLINE static void AttenuationChanged(AudioSource* source)
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{
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Instance->Source_AttenuationChanged(source);
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}
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FORCE_INLINE static void ClipLoaded(AudioSource* source)
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{
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Instance->Source_ClipLoaded(source);
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}
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FORCE_INLINE static void Cleanup(AudioSource* source)
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{
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Instance->Source_Cleanup(source);
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}
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FORCE_INLINE static void Play(AudioSource* source)
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{
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Instance->Source_Play(source);
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}
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FORCE_INLINE static void Pause(AudioSource* source)
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{
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Instance->Source_Pause(source);
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}
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FORCE_INLINE static void Stop(AudioSource* source)
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{
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Instance->Source_Stop(source);
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}
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FORCE_INLINE static void SetCurrentBufferTime(AudioSource* source, float value)
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{
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Instance->Source_SetCurrentBufferTime(source, value);
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}
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FORCE_INLINE static float GetCurrentBufferTime(const AudioSource* source)
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{
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return Instance->Source_GetCurrentBufferTime(source);
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}
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FORCE_INLINE static void SetNonStreamingBuffer(AudioSource* source)
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{
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Instance->Source_SetNonStreamingBuffer(source);
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}
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FORCE_INLINE static void GetProcessedBuffersCount(AudioSource* source, int32& processedBuffersCount)
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{
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Instance->Source_GetProcessedBuffersCount(source, processedBuffersCount);
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}
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FORCE_INLINE static void GetQueuedBuffersCount(AudioSource* source, int32& queuedBuffersCount)
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{
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Instance->Source_GetQueuedBuffersCount(source, queuedBuffersCount);
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}
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FORCE_INLINE static void QueueBuffer(AudioSource* source, uint32 bufferId)
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{
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Instance->Source_QueueBuffer(source, bufferId);
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}
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FORCE_INLINE static void DequeueProcessedBuffers(AudioSource* source)
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{
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Instance->Source_DequeueProcessedBuffers(source);
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}
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};
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class Buffer
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{
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public:
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FORCE_INLINE static void Create(uint32& bufferId)
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{
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Instance->Buffer_Create(bufferId);
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}
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FORCE_INLINE static void Delete(uint32& bufferId)
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{
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if (Instance)
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Instance->Buffer_Delete(bufferId);
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}
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FORCE_INLINE static void Write(uint32 bufferId, byte* samples, const AudioDataInfo& info)
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{
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Instance->Buffer_Write(bufferId, samples, info);
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}
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};
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FORCE_INLINE static const Char* Name()
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{
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return Instance->Base_Name();
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}
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FORCE_INLINE static void OnActiveDeviceChanged()
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{
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Instance->Base_OnActiveDeviceChanged();
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}
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FORCE_INLINE static void SetDopplerFactor(float value)
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{
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Instance->Base_SetDopplerFactor(value);
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}
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FORCE_INLINE static void SetVolume(float value)
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{
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return Instance->Base_SetVolume(value);
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}
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FORCE_INLINE static bool Init()
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{
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return Instance->Base_Init();
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}
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FORCE_INLINE static void Update()
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{
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Instance->Base_Update();
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}
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FORCE_INLINE static void Dispose()
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{
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Instance->Base_Dispose();
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}
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};
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