void NativeSoundMix::BuildAndWrite( WaveHeader* wave, BOOL silence ) { int i = wave->bufferId; WAVEHDR* hdr = &waveHDR[i]; // Clean up the header int res = waveOutUnprepareHeader(hWaveOut, hdr, sizeof(WAVEHDR)); FLASHASSERT(res == MMSYSERR_NOERROR); // Generate the sound info if ( silence ) { memset(buffer[i], mixFormat.Is8Bit() ? 0x80 : 0, bufferBytes); } else { BuildBuffer( i ); } res = waveOutPrepareHeader(hWaveOut, hdr, sizeof(WAVEHDR)); FLASHASSERT(res == MMSYSERR_NOERROR); res = waveOutWrite(hWaveOut, hdr, sizeof(WAVEHDR)); FLASHASSERT(res == MMSYSERR_NOERROR); }
DepthStencilBuffer::DepthStencilBuffer(int width, int height, const DepthStencilFormat &format) : _Width(width), _Height(height), _Format (format) { glGenTextures (1,&ID); BuildBuffer (width,height,format); }