profilesservices/RingingTone3DPlugin/src/C3DAudioPattern.cpp
author hgs
Thu, 04 Nov 2010 13:38:47 +0800
changeset 68 13e71d907dc3
permissions -rw-r--r--
201044
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/*
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* Copyright (c) 2005 Nokia Corporation and/or its subsidiary(-ies).
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* All rights reserved.
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* This component and the accompanying materials are made available
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* under the terms of "Eclipse Public License v1.0"
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* which accompanies this distribution, and is available
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* at the URL "http://www.eclipse.org/legal/epl-v10.html".
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*
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* Initial Contributors:
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* Nokia Corporation - initial contribution.
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*
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* Contributors:
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*
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* Description:  Handles accessing 3D motion pattern data.
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*
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*/
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// INCLUDE FILES
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#include "C3DAudioPattern.h"		// C3DAudioPattern
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#include <s32std.h>				// RReadStream, RWriteStream
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// CONSTANTS
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// Granularity for array holding updates.
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const TInt KPatternArrayGranularity = 84;
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// Maximum length for name of the pattern.
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const TUint KMaxPatternNameLength = 100;
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// ============================ MEMBER FUNCTIONS ===============================
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::NewL
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// Two-phased constructor. 
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// -----------------------------------------------------------------------------
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//
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C3DAudioPattern* C3DAudioPattern::NewL()
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    {
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    C3DAudioPattern * self = C3DAudioPattern::NewLC();
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    CleanupStack::Pop( self );
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    return self;
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    }
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::NewLC
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// Two-phased constructor. Leaves pointer on cleanup stack.
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// -----------------------------------------------------------------------------
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//
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C3DAudioPattern* C3DAudioPattern::NewLC()
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    {
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    C3DAudioPattern * self = new ( ELeave ) C3DAudioPattern();
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    CleanupStack::PushL( self );
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    return self;
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    }
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::NewL
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// Two-phased constructor. 
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// -----------------------------------------------------------------------------
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//
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C3DAudioPattern* C3DAudioPattern::NewL( RReadStream& aStream )
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	{
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	C3DAudioPattern* self = C3DAudioPattern::NewLC( aStream );
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	CleanupStack::Pop( self );
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	return self;
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::NewLC
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// Two-phased constructor. Leaves pointer on cleanup stack.
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// -----------------------------------------------------------------------------
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//
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C3DAudioPattern* C3DAudioPattern::NewLC( RReadStream& aStream )
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	{
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	C3DAudioPattern* self = new ( ELeave ) C3DAudioPattern();
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	CleanupStack::PushL( self );
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	self->InternalizeL( aStream );
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	return self;
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	}
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// Destructor
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C3DAudioPattern::~C3DAudioPattern()
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    {
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    iScript.Close();
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    iLoops.Close();
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    iOpenLoops.Close();
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    delete iName;
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    }
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::ExternalizeL
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// Externalizes pattern to writestream.
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// -----------------------------------------------------------------------------
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//
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void C3DAudioPattern::ExternalizeL(	RWriteStream& aStream ) const
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	{
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	// Name of the pattern
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	aStream << *iName;
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	// Initial doppler and reverb.
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	aStream.WriteInt8L( iInitialDoppler );
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	aStream.WriteUint8L( iInitialReverb );
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	// Number of loops
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	aStream.WriteUint8L( iLoops.Count() );
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	// Each loop
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	for ( TInt i = 0; i < iLoops.Count(); ++i )
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		{
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		aStream.WriteUint8L( iLoops[i].iLoopStart );
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		aStream.WriteUint8L( iLoops[i].iLoopEnd );
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		aStream.WriteUint8L( iLoops[i].iCount );
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		}
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	// Number of updates in the script		
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	aStream.WriteUint8L( iScript.Count() );
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	// Each update
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	for ( TInt i = 0; i < iScript.Count(); ++i )
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		{
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		// Position of the update
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		aStream.WriteInt16L( iScript[i].iPosition.iX );
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		aStream.WriteInt16L( iScript[i].iPosition.iY );
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		aStream.WriteInt16L( iScript[i].iPosition.iZ );
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		// Velocity of the update
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		aStream.WriteInt8L( iScript[i].iVelocity.iScalar );
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		aStream.WriteUint16L( iScript[i].iVelocity.iScalarVelocity );
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		aStream.WriteInt16L( iScript[i].iVelocity.iXVector );
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		aStream.WriteInt16L( iScript[i].iVelocity.iYVector );
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		aStream.WriteInt16L( iScript[i].iVelocity.iZVector );
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		// Time reserved for the update.
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		aStream.WriteUint16L( iScript[i].iDTime );
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		}
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::InternalizeL
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// Internalizes pattern from readstream
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// -----------------------------------------------------------------------------
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//
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void C3DAudioPattern::InternalizeL(	RReadStream& aStream )
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	{
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	// Internalize the name from stream.
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	delete iName;
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	iName = NULL;
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	iName = HBufC8::NewL( aStream, KMaxPatternNameLength );
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	// Initial doppler and reverberation
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	iInitialDoppler = aStream.ReadInt8L();
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	iInitialReverb = aStream.ReadUint8L();
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	// Reset the array of loops.
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	iLoops.Reset();
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	TInt loopCount = aStream.ReadUint8L();
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	// Read each loop.
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	for (TInt i = 0; i < loopCount; ++i)
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		{
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		T3DLoop tempLoop;
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		tempLoop.iLoopStart = aStream.ReadUint8L();
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		tempLoop.iLoopEnd = aStream.ReadUint8L();
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		tempLoop.iCount = aStream.ReadUint8L();
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		iLoops.AppendL( tempLoop );
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		}
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	// Reset the array of loops.
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	iScript.Reset();
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	TInt scriptCount = aStream.ReadUint8L();
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	// Read each update.
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	for (TInt i = 0; i < scriptCount; ++i)
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		{
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		T3DPosition tempPosition;
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		tempPosition.iX = aStream.ReadInt16L();
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		tempPosition.iY = aStream.ReadInt16L();
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		tempPosition.iZ = aStream.ReadInt16L();
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		T3DVelocity tempVelocity;
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		tempVelocity.iScalar = aStream.ReadInt8L();
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		tempVelocity.iScalarVelocity = aStream.ReadUint16L();
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		tempVelocity.iXVector = aStream.ReadInt16L();
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		tempVelocity.iYVector = aStream.ReadInt16L();
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		tempVelocity.iZVector = aStream.ReadInt16L();
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		T3DScriptUpdate tempScript;
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		tempScript.iDTime = aStream.ReadUint16L();
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		tempScript.iPosition = tempPosition;
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		tempScript.iVelocity = tempVelocity;
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		iScript.AppendL( tempScript );
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		}
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::SetName
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// Set the name of the pattern. Memory will be allocated.
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// -----------------------------------------------------------------------------
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//
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void C3DAudioPattern::SetNameL( const TDesC8& aName )
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	{
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	delete iName;
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	iName = NULL;
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	iName = aName.AllocL();
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::SetReverb
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// Set the value of reverberation.
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// -----------------------------------------------------------------------------
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//	
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void C3DAudioPattern::SetReverb( const TUint aReverb )
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	{
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	iInitialReverb = aReverb;
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::SetDoppler
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// Set the status of doppler.
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// -----------------------------------------------------------------------------
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//		
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void C3DAudioPattern::SetDoppler( const TBool aDoppler )
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	{
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	iInitialDoppler = aDoppler;
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::AddUpdate
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// Adds a update to script.
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// -----------------------------------------------------------------------------
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//
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void C3DAudioPattern::AddUpdateL( T3DScriptUpdate& aUpdate )
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	{
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	User::LeaveIfError( iScript.Append( aUpdate ) );
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::StartLoop
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// Start loop at current place in the script.
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// -----------------------------------------------------------------------------
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//
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void C3DAudioPattern::StartLoopL( TUint& aCount )
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	{
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	// Create T3DLoop and append it to array.
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	T3DLoop loop = { iScript.Count(), 0, aCount };
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	User::LeaveIfError( iLoops.Append( loop ) );
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	// 	Update open loops array, to be able to determine which loop to end.
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	User::LeaveIfError( iOpenLoops.Append( iLoops.Count() - 1 ) );
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::EndLoop
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// End the lastly started loop.
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// -----------------------------------------------------------------------------
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//	
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void C3DAudioPattern::EndLoop()
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	{
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	// There is at least one open loop.
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	if ( iOpenLoops.Count() != 0 )
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		{
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		// Get the index of the loop.
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		TInt aIndex = iOpenLoops[ iOpenLoops.Count() - 1 ];
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		// Set the index of loop end and remove loop from array of open loops.
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		iLoops[ aIndex ].iLoopEnd = iScript.Count() - 1;
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		iOpenLoops.Remove( iOpenLoops.Count() - 1 );
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		}
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::Name
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// Get the name of the pattern.
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// -----------------------------------------------------------------------------
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//	
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const TDesC8& C3DAudioPattern::Name()
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    {
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    return *iName;
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    }
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::Script
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// Get the script of pattern.
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// -----------------------------------------------------------------------------
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//	
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RArray< T3DScriptUpdate > C3DAudioPattern::Script()
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	{
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	return iScript;
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::DopplerAvailable
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// Is doppler available in the pattern.
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// -----------------------------------------------------------------------------
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//		
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TBool C3DAudioPattern::DopplerAvailable() const
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	{
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	return iInitialDoppler;
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::Reverb
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// Get initial reverb of pattern.
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// -----------------------------------------------------------------------------
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//			
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TInt C3DAudioPattern::Reverb() const
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	{
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	return iInitialReverb;
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	}
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// -----------------------------------------------------------------------------
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// C3DAudioPattern::C3DAudioPattern
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// C++ default constructor can NOT contain any code, that
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// might leave.
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// -----------------------------------------------------------------------------
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//
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C3DAudioPattern::C3DAudioPattern(): 
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	iScript( KPatternArrayGranularity )
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    {
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    }
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// End of File