//-----------------------------------------------------------------------------------
//
// Torque Network Library - ZAP example multiplayer vector graphics space game
// Copyright (C) 2004 GarageGames.com, Inc.
// For more information see http://www.opentnl.org
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// For use in products that are not compatible with the terms of the GNU
// General Public License, alternative licensing options are available
// from GarageGames.com.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//------------------------------------------------------------------------------------
#ifndef _VOICECODEC_H_
#define _VOICECODEC_H_
#ifndef _TNL_BYTEBUFFER_H_
#include "tnlByteBuffer.h"
#endif
using namespace TNL;
namespace Zap
{
/// The VoiceEncoder class is an abstract base class for the various
/// voice compression algorithms supported by Zap - initially just the
/// HawkVoice variable bitrate LPC10 codec. It takes an arbitrary buffer
/// of 16 bit samples at 8KHz and returns a compressed buffer. The
/// original buffer is modified to contain any samples that were not used
/// due to unfilled frame sizing.
class VoiceEncoder : public Object
{
virtual U32 getSamplesPerFrame() = 0;
virtual U32 getMaxCompressedFrameSize() = 0;
virtual U32 compressFrame(S16 *samplePtr, U8 *outputPtr) = 0;
public:
ByteBufferPtr compressBuffer(ByteBufferPtr sampleBuffer);
};
/// The VoiceDecoder class is an abstract base class for the various
/// voice decompression algorithms supported by Zap - initially just the
/// HawkVoice variable bitrate LPC10 codec. It takes a buffer compressed
/// with the appropriate VoiceEncoder analogue and returns the decompressed
/// 16 bit sample buffer.
class VoiceDecoder : public Object
{
virtual U32 getSamplesPerFrame() = 0;
virtual U32 getAvgCompressedFrameSize() = 0;
virtual U32 decompressFrame(S16 *framePtr, U8 *inputPtr, U32 inSize) = 0;
public:
ByteBufferPtr decompressBuffer(ByteBufferRef compressedBuffer);
};
/// The LPC10VoiceEncoder class implements the HawkVoice LPC10 codec
/// compressor.
class LPC10VoiceEncoder : public VoiceEncoder
{
void *encoderState;
U32 getSamplesPerFrame();
U32 getMaxCompressedFrameSize();
U32 compressFrame(S16 *samplePtr, U8 *outputPtr);
public:
LPC10VoiceEncoder();
~LPC10VoiceEncoder();
};
/// The LPC10VoiceDecoder class implements the HawkVoice LPC10 codec
/// decompressor.
class LPC10VoiceDecoder : public VoiceDecoder
{
void *decoderState;
U32 getSamplesPerFrame();
U32 getAvgCompressedFrameSize();
U32 decompressFrame(S16 *framePtr, U8 *inputPtr, U32 inSize);
public:
LPC10VoiceDecoder();
~LPC10VoiceDecoder();
};
/// The GSMVoiceEncoder class implements the HawkVoice GSM codec
/// compressor.
class GSMVoiceEncoder : public VoiceEncoder
{
void *encoderState;
U32 getSamplesPerFrame();
U32 getMaxCompressedFrameSize();
U32 compressFrame(S16 *samplePtr, U8 *outputPtr);
public:
GSMVoiceEncoder();
~GSMVoiceEncoder();
};
/// The GSMVoiceDecoder class implements the HawkVoice GSM codec
/// decompressor.
class GSMVoiceDecoder : public VoiceDecoder
{
void *decoderState;
U32 getSamplesPerFrame();
U32 getAvgCompressedFrameSize();
U32 decompressFrame(S16 *framePtr, U8 *inputPtr, U32 inSize);
public:
GSMVoiceDecoder();
~GSMVoiceDecoder();
};
};
#endif
syntax highlighted by Code2HTML, v. 0.9.1