doom3-bfg/neo/sound/OpenAL/AL_SoundHardware.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013 Robert Beckebans
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 __AL_SOUNDHARDWARE_H__
#define __AL_SOUNDHARDWARE_H__
class idSoundSample_OpenAL;
class idSoundVoice_OpenAL;
class idSoundHardware_OpenAL;
/*
================================================
idSoundHardware_OpenAL
================================================
*/
class idSoundHardware_OpenAL
{
public:
idSoundHardware_OpenAL();
void Init();
void Shutdown();
void Update();
idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample );
void FreeVoice( idSoundVoice* voice );
// listDevices needs this
ALCdevice* GetOpenALDevice() const
{
return openalDevice;
};
int GetNumZombieVoices() const
{
return zombieVoices.Num();
}
int GetNumFreeVoices() const
{
return freeVoices.Num();
}
// OpenAL info
static void PrintDeviceList( const char* list );
static void PrintALCInfo( ALCdevice* device );
static void PrintALInfo();
protected:
friend class idSoundSample_OpenAL;
friend class idSoundVoice_OpenAL;
private:
/*
IXAudio2* pXAudio2;
IXAudio2MasteringVoice* pMasterVoice;
IXAudio2SubmixVoice* pSubmixVoice;
idSoundEngineCallback soundEngineCallback;
*/
ALCdevice* openalDevice;
ALCcontext* openalContext;
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_OpenAL, MAX_HARDWARE_VOICES* 2 > voices;
idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES* 2 > zombieVoices;
idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES* 2 > freeVoices;
};
/*
================================================
idSoundHardware
================================================
*/
class idSoundHardware : public idSoundHardware_OpenAL
{
};
#endif