2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SOUND__
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#define __SOUND__
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/*
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===============================================================================
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SOUND SHADER DECL
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===============================================================================
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*/
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// unfortunately, our minDistance / maxDistance is specified in meters, and
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// we have far too many of them to change at this time.
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const float DOOM_TO_METERS = 0.0254f; // doom to meters
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const float METERS_TO_DOOM = (1.0f/DOOM_TO_METERS); // meters to doom
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class idSoundSample;
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// sound shader flags
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static const int SSF_PRIVATE_SOUND = BIT(0); // only plays for the current listenerId
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static const int SSF_ANTI_PRIVATE_SOUND =BIT(1); // plays for everyone but the current listenerId
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static const int SSF_NO_OCCLUSION = BIT(2); // don't flow through portals, only use straight line
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static const int SSF_GLOBAL = BIT(3); // play full volume to all speakers and all listeners
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static const int SSF_OMNIDIRECTIONAL = BIT(4); // fall off with distance, but play same volume in all speakers
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static const int SSF_LOOPING = BIT(5); // repeat the sound continuously
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static const int SSF_PLAY_ONCE = BIT(6); // never restart if already playing on any channel of a given emitter
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static const int SSF_UNCLAMPED = BIT(7); // don't clamp calculated volumes at 1.0
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static const int SSF_NO_FLICKER = BIT(8); // always return 1.0 for volume queries
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static const int SSF_NO_DUPS = BIT(9); // try not to play the same sound twice in a row
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// these options can be overriden from sound shader defaults on a per-emitter and per-channel basis
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typedef struct {
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float minDistance;
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float maxDistance;
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float volume; // in dB, unfortunately. Negative values get quieter
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float shakes;
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int soundShaderFlags; // SSF_* bit flags
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int soundClass; // for global fading of sounds
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} soundShaderParms_t;
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const int SOUND_MAX_LIST_WAVS = 32;
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// sound classes are used to fade most sounds down inside cinematics, leaving dialog
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// flagged with a non-zero class full volume
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const int SOUND_MAX_CLASSES = 4;
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// it is somewhat tempting to make this a virtual class to hide the private
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// details here, but that doesn't fit easily with the decl manager at the moment.
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class idSoundShader : public idDecl {
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public:
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idSoundShader( void );
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virtual ~idSoundShader( void );
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virtual size_t Size( void ) const;
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virtual bool SetDefaultText( void );
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virtual const char * DefaultDefinition( void ) const;
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virtual bool Parse( const char *text, const int textLength );
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virtual void FreeData( void );
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virtual void List( void ) const;
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virtual const char * GetDescription() const;
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// so the editor can draw correct default sound spheres
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// this is currently defined as meters, which sucks, IMHO.
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virtual float GetMinDistance() const; // FIXME: replace this with a GetSoundShaderParms()
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virtual float GetMaxDistance() const;
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// returns NULL if an AltSound isn't defined in the shader.
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// we use this for pairing a specific broken light sound with a normal light sound
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virtual const idSoundShader *GetAltSound() const;
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virtual bool HasDefaultSound() const;
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virtual const soundShaderParms_t *GetParms() const;
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virtual int GetNumSounds() const;
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virtual const char * GetSound( int index ) const;
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virtual bool CheckShakesAndOgg( void ) const;
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private:
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friend class idSoundWorldLocal;
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friend class idSoundEmitterLocal;
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friend class idSoundChannel;
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friend class idSoundCache;
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// options from sound shader text
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soundShaderParms_t parms; // can be overriden on a per-channel basis
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bool onDemand; // only load when played, and free when finished
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int speakerMask;
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const idSoundShader * altSound;
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idStr desc; // description
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bool errorDuringParse;
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float leadinVolume; // allows light breaking leadin sounds to be much louder than the broken loop
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idSoundSample * leadins[SOUND_MAX_LIST_WAVS];
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int numLeadins;
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idSoundSample * entries[SOUND_MAX_LIST_WAVS];
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int numEntries;
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private:
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void Init( void );
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bool ParseShader( idLexer &src );
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};
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/*
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===============================================================================
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SOUND EMITTER
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===============================================================================
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*/
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// sound channels
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static const int SCHANNEL_ANY = 0; // used in queries and commands to effect every channel at once, in
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// startSound to have it not override any other channel
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static const int SCHANNEL_ONE = 1; // any following integer can be used as a channel number
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typedef int s_channelType; // the game uses its own series of enums, and we don't want to require casts
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class idSoundEmitter {
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public:
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virtual ~idSoundEmitter( void ) {}
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// a non-immediate free will let all currently playing sounds complete
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// soundEmitters are not actually deleted, they are just marked as
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// reusable by the soundWorld
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virtual void Free( bool immediate ) = 0;
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// the parms specified will be the default overrides for all sounds started on this emitter.
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// NULL is acceptable for parms
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virtual void UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) = 0;
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// returns the length of the started sound in msec
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virtual int StartSound( const idSoundShader *shader, const s_channelType channel, float diversity = 0, int shaderFlags = 0, bool allowSlow = true ) = 0;
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// pass SCHANNEL_ANY to effect all channels
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virtual void ModifySound( const s_channelType channel, const soundShaderParms_t *parms ) = 0;
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virtual void StopSound( const s_channelType channel ) = 0;
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// to is in Db (sigh), over is in seconds
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virtual void FadeSound( const s_channelType channel, float to, float over ) = 0;
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// returns true if there are any sounds playing from this emitter. There is some conservative
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// slop at the end to remove inconsistent race conditions with the sound thread updates.
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// FIXME: network game: on a dedicated server, this will always be false
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virtual bool CurrentlyPlaying( void ) const = 0;
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// returns a 0.0 to 1.0 value based on the current sound amplitude, allowing
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// graphic effects to be modified in time with the audio.
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// just samples the raw wav file, it doesn't account for volume overrides in the
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virtual float CurrentAmplitude( void ) = 0;
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// for save games. Index will always be > 0
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virtual int Index( void ) const = 0;
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};
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/*
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===============================================================================
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SOUND WORLD
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There can be multiple independent sound worlds, just as there can be multiple
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independent render worlds. The prime example is the editor sound preview
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option existing simultaniously with a live game.
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===============================================================================
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*/
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class idSoundWorld {
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public:
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virtual ~idSoundWorld( void ) {}
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// call at each map start
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virtual void ClearAllSoundEmitters( void ) = 0;
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virtual void StopAllSounds( void ) = 0;
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// get a new emitter that can play sounds in this world
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virtual idSoundEmitter *AllocSoundEmitter( void ) = 0;
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// for load games, index 0 will return NULL
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virtual idSoundEmitter *EmitterForIndex( int index ) = 0;
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// query sound samples from all emitters reaching a given position
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virtual float CurrentShakeAmplitudeForPosition( const int time, const idVec3 &listenerPosition ) = 0;
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// where is the camera/microphone
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// listenerId allows listener-private and antiPrivate sounds to be filtered
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// gameTime is in msec, and is used to time sound queries and removals so that they are independent
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// of any race conditions with the async update
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virtual void PlaceListener( const idVec3 &origin, const idMat3 &axis, const int listenerId, const int gameTime, const idStr& areaName ) = 0;
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// fade all sounds in the world with a given shader soundClass
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// to is in Db (sigh), over is in seconds
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virtual void FadeSoundClasses( const int soundClass, const float to, const float over ) = 0;
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// background music
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virtual void PlayShaderDirectly( const char *name, int channel = -1 ) = 0;
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// dumps the current state and begins archiving commands
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virtual void StartWritingDemo( idDemoFile *demo ) = 0;
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virtual void StopWritingDemo() = 0;
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// read a sound command from a demo file
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virtual void ProcessDemoCommand( idDemoFile *demo ) = 0;
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// pause and unpause the sound world
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virtual void Pause( void ) = 0;
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virtual void UnPause( void ) = 0;
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virtual bool IsPaused( void ) = 0;
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// Write the sound output to multiple wav files. Note that this does not use the
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// work done by AsyncUpdate, it mixes explicitly in the foreground every PlaceOrigin(),
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// under the assumption that we are rendering out screenshots and the gameTime is going
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// much slower than real time.
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// path should not include an extension, and the generated filenames will be:
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2011-12-06 18:20:15 +00:00
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// <path>_left.raw, <path>_right.raw, or <path>_51left.raw, <path>_51right.raw,
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// <path>_51center.raw, <path>_51lfe.raw, <path>_51backleft.raw, <path>_51backright.raw,
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2011-11-22 21:28:15 +00:00
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// If only two channel mixing is enabled, the left and right .raw files will also be
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// combined into a stereo .wav file.
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virtual void AVIOpen( const char *path, const char *name ) = 0;
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virtual void AVIClose( void ) = 0;
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// SaveGame / demo Support
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virtual void WriteToSaveGame( idFile *savefile ) = 0;
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virtual void ReadFromSaveGame( idFile *savefile ) = 0;
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virtual void SetSlowmo( bool active ) = 0;
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virtual void SetSlowmoSpeed( float speed ) = 0;
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virtual void SetEnviroSuit( bool active ) = 0;
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};
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/*
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===============================================================================
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SOUND SYSTEM
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===============================================================================
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*/
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typedef struct {
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idStr name;
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idStr format;
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int numChannels;
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int numSamplesPerSecond;
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int num44kHzSamples;
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int numBytes;
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bool looping;
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float lastVolume;
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int start44kHzTime;
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int current44kHzTime;
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} soundDecoderInfo_t;
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class idSoundSystem {
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public:
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virtual ~idSoundSystem( void ) {}
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// all non-hardware initialization
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virtual void Init( void ) = 0;
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// shutdown routine
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virtual void Shutdown( void ) = 0;
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// call ClearBuffer if there is a chance that the AsyncUpdate won't get called
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// for 20+ msec, which would cause a stuttering repeat of the current
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// buffer contents
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virtual void ClearBuffer( void ) = 0;
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// sound is attached to the window, and must be recreated when the window is changed
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virtual bool InitHW( void ) = 0;
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virtual bool ShutdownHW( void ) = 0;
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// asyn loop, called at 60Hz
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virtual int AsyncUpdate( int time ) = 0;
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// async loop, when the sound driver uses a write strategy
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virtual int AsyncUpdateWrite( int time ) = 0;
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// it is a good idea to mute everything when starting a new level,
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// because sounds may be started before a valid listener origin
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// is specified
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virtual void SetMute( bool mute ) = 0;
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// for the sound level meter window
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virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ) = 0;
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// get sound decoder info
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virtual int GetSoundDecoderInfo( int index, soundDecoderInfo_t &decoderInfo ) = 0;
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// if rw == NULL, no portal occlusion or rendered debugging is available
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virtual idSoundWorld * AllocSoundWorld( idRenderWorld *rw ) = 0;
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// specifying NULL will cause silence to be played
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virtual void SetPlayingSoundWorld( idSoundWorld *soundWorld ) = 0;
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// some tools, like the sound dialog, may be used in both the game and the editor
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// This can return NULL, so check!
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virtual idSoundWorld * GetPlayingSoundWorld( void ) = 0;
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// Mark all soundSamples as currently unused,
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// but don't free anything.
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virtual void BeginLevelLoad( void ) = 0;
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// Free all soundSamples marked as unused
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// We might want to defer the loading of new sounds to this point,
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// as we do with images, to avoid having a union in memory at one time.
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virtual void EndLevelLoad( const char *mapString ) = 0;
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// direct mixing for OSes that support it
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virtual int AsyncMix( int soundTime, float *mixBuffer ) = 0;
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// prints memory info
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virtual void PrintMemInfo( MemInfo_t *mi ) = 0;
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// is EAX support present - -1: disabled at compile time, 0: no suitable hardware, 1: ok, 2: failed to load OpenAL DLL
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virtual int IsEAXAvailable( void ) = 0;
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};
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extern idSoundSystem *soundSystem;
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#endif /* !__SOUND__ */
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