doom3-bfg/neo/sound/XAudio2/XA2_SoundHardware.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 __XA_SOUNDHARDWARE_H__
#define __XA_SOUNDHARDWARE_H__
class idSoundSample_XAudio2;
class idSoundVoice_XAudio2;
/*
================================================
idSoundEngineCallback
================================================
*/
class idSoundEngineCallback : public IXAudio2EngineCallback {
public:
idSoundHardware_XAudio2 * hardware;
private:
// Called by XAudio2 just before an audio processing pass begins.
STDMETHOD_( void, OnProcessingPassStart ) ( THIS ) {}
// Called just after an audio processing pass ends.
STDMETHOD_( void, OnProcessingPassEnd ) ( THIS ) {}
// Called in the event of a critical system error which requires XAudio2
// to be closed down and restarted. The error code is given in Error.
STDMETHOD_( void, OnCriticalError ) ( THIS_ HRESULT Error );
};
/*
================================================
idSoundHardware_XAudio2
================================================
*/
class idSoundHardware_XAudio2 {
public:
idSoundHardware_XAudio2();
void Init();
void Shutdown();
void Update();
idSoundVoice * AllocateVoice( const idSoundSample * leadinSample, const idSoundSample * loopingSample );
void FreeVoice( idSoundVoice * voice );
// video playback needs this
IXAudio2 * GetIXAudio2() const { return pXAudio2; };
int GetNumZombieVoices() const { return zombieVoices.Num(); }
int GetNumFreeVoices() const { return freeVoices.Num(); }
protected:
friend class idSoundSample_XAudio2;
friend class idSoundVoice_XAudio2;
private:
IXAudio2 * pXAudio2;
IXAudio2MasteringVoice * pMasterVoice;
IXAudio2SubmixVoice * pSubmixVoice;
idSoundEngineCallback soundEngineCallback;
int lastResetTime;
int outputChannels;
int channelMask;
idDebugGraph * vuMeterRMS;
idDebugGraph * vuMeterPeak;
int vuMeterPeakTimes[ 8 ];
// Can't stop and start a voice on the same frame, so we have to double this to handle the worst case scenario of stopping all voices and starting a full new set
idStaticList<idSoundVoice_XAudio2, MAX_HARDWARE_VOICES * 2 > voices;
idStaticList<idSoundVoice_XAudio2 *, MAX_HARDWARE_VOICES * 2 > zombieVoices;
idStaticList<idSoundVoice_XAudio2 *, MAX_HARDWARE_VOICES * 2 > freeVoices;
};
/*
================================================
idSoundHardware
================================================
*/
class idSoundHardware : public idSoundHardware_XAudio2 {
};
#endif