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