2012-11-26 18:58:24 +00:00
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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2012-11-28 15:47:07 +00:00
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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2013-01-02 20:45:47 +00:00
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Copyright (C) 2013 Robert Beckebans
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2012-11-26 18:58:24 +00:00
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2012-11-28 15:47:07 +00:00
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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2012-11-26 18:58:24 +00:00
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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 __SND_LOCAL_H__
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#define __SND_LOCAL_H__
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#include "WaveFile.h"
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// Maximum number of voices we can have allocated
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#define MAX_HARDWARE_VOICES 48
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// A single voice can play multiple channels (up to 5.1, but most commonly stereo)
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// This is the maximum number of channels which can play simultaneously
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// This is limited primarily by seeking on the optical drive, secondarily by memory consumption, and tertiarily by CPU time spent mixing
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#define MAX_HARDWARE_CHANNELS 64
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// We may need up to 3 buffers for each hardware voice if they are all long sounds
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#define MAX_SOUND_BUFFERS ( MAX_HARDWARE_VOICES * 3 )
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// Maximum number of channels in a sound sample
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#define MAX_CHANNELS_PER_VOICE 8
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/*
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========================
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MsecToSamples
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SamplesToMsec
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========================
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*/
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2012-11-28 15:47:07 +00:00
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ID_INLINE_EXTERN uint32 MsecToSamples( uint32 msec, uint32 sampleRate )
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{
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return ( msec * ( sampleRate / 100 ) ) / 10;
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}
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ID_INLINE_EXTERN uint32 SamplesToMsec( uint32 samples, uint32 sampleRate )
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{
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return sampleRate < 100 ? 0 : ( samples * 10 ) / ( sampleRate / 100 );
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}
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2012-11-26 18:58:24 +00:00
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/*
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========================
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DBtoLinear
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LinearToDB
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========================
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*/
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2012-11-28 15:47:07 +00:00
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ID_INLINE_EXTERN float DBtoLinear( float db )
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{
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return idMath::Pow( 2.0f, db * ( 1.0f / 6.0f ) );
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}
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ID_INLINE_EXTERN float LinearToDB( float linear )
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{
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return ( linear > 0.0f ) ? ( idMath::Log( linear ) * ( 6.0f / 0.693147181f ) ) : -999.0f;
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}
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2012-11-26 18:58:24 +00:00
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// demo sound commands
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2012-11-28 15:47:07 +00:00
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typedef enum
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{
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2012-11-26 18:58:24 +00:00
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SCMD_STATE, // followed by a load game state
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SCMD_PLACE_LISTENER,
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SCMD_ALLOC_EMITTER,
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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SCMD_FREE,
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SCMD_UPDATE,
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SCMD_START,
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SCMD_MODIFY,
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SCMD_STOP,
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SCMD_FADE
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} soundDemoCommand_t;
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#include "SoundVoice.h"
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2013-01-03 15:56:25 +00:00
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#if defined(USE_OPENAL)
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2013-01-05 16:02:48 +00:00
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#define AL_ALEXT_PROTOTYPES
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2013-01-03 15:56:25 +00:00
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#include <AL/al.h>
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#include <AL/alc.h>
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2013-01-03 19:17:54 +00:00
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#include <AL/alext.h>
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2013-01-03 15:56:25 +00:00
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#include "OpenAL/AL_SoundSample.h"
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#include "OpenAL/AL_SoundVoice.h"
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#include "OpenAL/AL_SoundHardware.h"
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2013-01-04 12:24:52 +00:00
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#elif defined(_MSC_VER) // DG: stub out xaudio for MinGW etc
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#define OPERATION_SET 1
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2013-01-03 15:56:25 +00:00
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2012-11-27 14:21:05 +00:00
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// RB: not available on Windows 8 SDK
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2013-01-04 21:51:30 +00:00
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#if !defined(USE_WINRT) // (_WIN32_WINNT < 0x0602 /*_WIN32_WINNT_WIN8*/)
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2012-11-26 18:58:24 +00:00
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#include <dxsdkver.h>
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2012-11-27 14:21:05 +00:00
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#endif
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// RB end
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2012-11-26 18:58:24 +00:00
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#include <xaudio2.h>
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#include <xaudio2fx.h>
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#include <X3DAudio.h>
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2012-11-27 14:21:05 +00:00
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// RB: not available on Windows 8 SDK
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2013-01-04 21:51:30 +00:00
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#if !defined(USE_WINRT) // (_WIN32_WINNT < 0x0602 /*_WIN32_WINNT_WIN8*/)
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2012-11-26 18:58:24 +00:00
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#include <xma2defs.h>
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2012-11-27 14:21:05 +00:00
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#endif
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2013-01-04 12:24:52 +00:00
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// RB end
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2012-11-27 14:21:05 +00:00
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2012-11-26 18:58:24 +00:00
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#include "XAudio2/XA2_SoundSample.h"
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#include "XAudio2/XA2_SoundVoice.h"
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#include "XAudio2/XA2_SoundHardware.h"
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2012-12-02 04:00:40 +00:00
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#else // not _MSC_VER => MinGW, GCC, ...
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// just a stub for now
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#include "stub/SoundStub.h"
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#endif // _MSC_VER ; DG end
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2012-11-26 18:58:24 +00:00
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//------------------------
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// Listener data
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//------------------------
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2012-11-28 15:47:07 +00:00
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struct listener_t
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{
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2012-11-26 18:58:24 +00:00
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idMat3 axis; // orientation of the listener
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idVec3 pos; // position in meters
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int id; // the entity number, used to detect when a sound is local
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int area; // area number the listener is in
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};
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2012-11-28 15:47:07 +00:00
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class idSoundFade
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{
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2012-11-26 18:58:24 +00:00
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public:
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int fadeStartTime;
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int fadeEndTime;
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float fadeStartVolume;
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float fadeEndVolume;
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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public:
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2012-11-28 15:47:07 +00:00
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idSoundFade()
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{
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Clear();
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}
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2012-11-26 18:58:24 +00:00
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void Clear();
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void SetVolume( float to );
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void Fade( float to, int length, int soundTime );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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float GetVolume( int soundTime ) const;
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};
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/*
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================================================
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idSoundChannel
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================================================
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*/
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2012-11-28 15:47:07 +00:00
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class idSoundChannel
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{
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2012-11-26 18:58:24 +00:00
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public:
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bool CanMute() const;
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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void Mute();
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bool CheckForCompletion( int currentTime );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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void UpdateVolume( int currentTime );
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void UpdateHardware( float volumeAdd, int currentTime );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// returns true if this channel is marked as looping
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bool IsLooping() const;
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2012-11-28 15:47:07 +00:00
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class idSoundEmitterLocal* emitter;
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2012-11-26 18:58:24 +00:00
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int startTime;
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int endTime;
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int logicalChannel;
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bool allowSlow;
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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soundShaderParms_t parms; // combines shader parms and per-channel overrides
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2012-11-28 15:47:07 +00:00
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const idSoundShader* soundShader;
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idSoundSample* leadinSample;
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idSoundSample* loopingSample;
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2012-11-26 18:58:24 +00:00
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idSoundFade volumeFade;
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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float volumeDB; // last volume at which this channel will play (calculated in UpdateVolume)
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float currentAmplitude; // current amplitude on the hardware voice
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2012-11-28 15:47:07 +00:00
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// hardwareVoice will be freed and NULL'd when a sound is out of range,
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2012-11-26 18:58:24 +00:00
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// and reallocated when it comes back in range
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2012-11-28 15:47:07 +00:00
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idSoundVoice* hardwareVoice;
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2012-11-26 18:58:24 +00:00
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// only allocated by the soundWorld block allocator
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idSoundChannel();
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~idSoundChannel();
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};
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// Maximum number of SoundChannels for a single SoundEmitter.
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// This is probably excessive...
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const int MAX_CHANNELS_PER_EMITTER = 16;
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/*
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===================================================================================
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idSoundWorldLocal
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===================================================================================
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*/
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2012-11-28 15:47:07 +00:00
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class idSoundWorldLocal : public idSoundWorld
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{
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2012-11-26 18:58:24 +00:00
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public:
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2012-11-28 15:47:07 +00:00
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idSoundWorldLocal();
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2012-11-26 18:58:24 +00:00
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virtual ~idSoundWorldLocal();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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//------------------------
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// Functions from idSoundWorld, implemented in SoundWorld.cpp
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//------------------------
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// Called at map start
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virtual void ClearAllSoundEmitters();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// stop all playing sounds
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virtual void StopAllSounds();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// get a new emitter that can play sounds in this world
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2012-11-28 15:47:07 +00:00
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virtual idSoundEmitter* AllocSoundEmitter();
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2012-11-26 18:58:24 +00:00
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// for load games
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2012-11-28 15:47:07 +00:00
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virtual idSoundEmitter* EmitterForIndex( int index );
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2012-11-26 18:58:24 +00:00
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// query data from all emitters in the world
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virtual float CurrentShakeAmplitude();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// where is the camera
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2012-11-28 15:47:07 +00:00
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virtual void PlaceListener( const idVec3& origin, const idMat3& axis, const int listenerId );
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2012-11-26 18:58:24 +00:00
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// fade all sounds in the world with a given shader soundClass
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// to is in Db, over is in seconds
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virtual void FadeSoundClasses( const int soundClass, const float to, const float over );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// dumps the current state and begins archiving commands
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2012-11-28 15:47:07 +00:00
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virtual void StartWritingDemo( idDemoFile* demo );
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2012-11-26 18:58:24 +00:00
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virtual void StopWritingDemo();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// read a sound command from a demo file
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2012-11-28 15:47:07 +00:00
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virtual void ProcessDemoCommand( idDemoFile* readDemo );
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2012-11-26 18:58:24 +00:00
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// menu sounds
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2012-11-28 15:47:07 +00:00
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virtual int PlayShaderDirectly( const char* name, int channel = -1 );
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2012-11-26 18:58:24 +00:00
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virtual void Skip( int time );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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virtual void Pause();
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virtual void UnPause();
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2012-11-28 15:47:07 +00:00
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virtual bool IsPaused()
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{
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return isPaused;
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}
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2012-11-26 18:58:24 +00:00
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virtual int GetSoundTime();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// avidump
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2012-11-28 15:47:07 +00:00
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virtual void AVIOpen( const char* path, const char* name );
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2012-11-26 18:58:24 +00:00
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virtual void AVIClose();
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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// SaveGame Support
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2012-11-28 15:47:07 +00:00
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virtual void WriteToSaveGame( idFile* savefile );
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virtual void ReadFromSaveGame( idFile* savefile );
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2012-11-26 18:58:24 +00:00
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virtual void SetSlowmoSpeed( float speed );
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virtual void SetEnviroSuit( bool active );
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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//=======================================
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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//------------------------
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// Random stuff that's not exposed outside the sound system
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//------------------------
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void Update();
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2012-11-28 15:47:07 +00:00
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void OnReloadSound( const idDecl* decl );
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idSoundChannel* AllocSoundChannel();
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void FreeSoundChannel( idSoundChannel* );
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2012-11-26 18:58:24 +00:00
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public:
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// even though all these variables are public, nobody outside the sound system includes SoundWorld_local.h
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// so this is equivalent to making it private and friending all the other classes in the sound system
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2012-11-28 15:47:07 +00:00
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2012-11-26 18:58:24 +00:00
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idSoundFade volumeFade; // master volume knob for the entire world
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idSoundFade soundClassFade[SOUND_MAX_CLASSES];
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2012-11-28 15:47:07 +00:00
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idRenderWorld* renderWorld; // for debug visualization and light amplitude sampling
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idDemoFile* writeDemo; // if not NULL, archive commands here
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2012-11-26 18:58:24 +00:00
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float currentCushionDB; // channels at or below this level will be faded to 0
|
|
|
|
float shakeAmp; // last calculated shake amplitude
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
listener_t listener;
|
2012-11-28 15:47:07 +00:00
|
|
|
idList<idSoundEmitterLocal*, TAG_AUDIO> emitters;
|
|
|
|
|
|
|
|
idSoundEmitter* localSound; // for PlayShaderDirectly()
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
idBlockAlloc<idSoundEmitterLocal, 16> emitterAllocator;
|
|
|
|
idBlockAlloc<idSoundChannel, 16> channelAllocator;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
idSoundFade pauseFade;
|
|
|
|
int pausedTime;
|
|
|
|
int accumulatedPauseTime;
|
|
|
|
bool isPaused;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
float slowmoSpeed;
|
|
|
|
bool enviroSuitActive;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
public:
|
|
|
|
struct soundPortalTrace_t
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
int portalArea;
|
2012-11-28 15:47:07 +00:00
|
|
|
const soundPortalTrace_t* prevStack;
|
2012-11-26 18:58:24 +00:00
|
|
|
};
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
void ResolveOrigin( const int stackDepth, const soundPortalTrace_t* prevStack, const int soundArea, const float dist, const idVec3& soundOrigin, idSoundEmitterLocal* def );
|
2012-11-26 18:58:24 +00:00
|
|
|
};
|
|
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|
|
|
|
|
|
|
/*
|
|
|
|
================================================
|
2012-11-28 15:47:07 +00:00
|
|
|
idSoundEmitterLocal
|
2012-11-26 18:58:24 +00:00
|
|
|
================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
class idSoundEmitterLocal : public idSoundEmitter
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
public:
|
|
|
|
virtual void Free( bool immediate );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual void Reset();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
virtual void UpdateEmitter( const idVec3& origin, int listenerId, const soundShaderParms_t* parms );
|
|
|
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|
|
|
|
virtual int StartSound( const idSoundShader* shader, const s_channelType channel, float diversity = 0, int shaderFlags = 0, bool allowSlow = true );
|
|
|
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|
|
|
|
virtual void ModifySound( const s_channelType channel, const soundShaderParms_t* parms );
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual void StopSound( const s_channelType channel );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual void FadeSound( const s_channelType channel, float to, float over );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual bool CurrentlyPlaying( const s_channelType channel = SCHANNEL_ANY ) const;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual float CurrentAmplitude();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual int Index() const;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
//----------------------------------------------
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
void Init( int i, idSoundWorldLocal* sw );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// Returns true if the emitter should be freed.
|
|
|
|
bool CheckForCompletion( int currentTime );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
void OverrideParms( const soundShaderParms_t* base, const soundShaderParms_t* over, soundShaderParms_t* out );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
void Update( int currentTime );
|
2012-11-28 15:47:07 +00:00
|
|
|
void OnReloadSound( const idDecl* decl );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
//----------------------------------------------
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
idSoundWorldLocal* soundWorld; // the world that holds this emitter
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
int index; // in world emitter list
|
|
|
|
bool canFree; // if true, this emitter can be canFree (once channels.Num() == 0)
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// a single soundEmitter can have many channels playing from the same point
|
2012-11-28 15:47:07 +00:00
|
|
|
idStaticList<idSoundChannel*, MAX_CHANNELS_PER_EMITTER> channels;
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
//----- set by UpdateEmitter -----
|
|
|
|
idVec3 origin;
|
|
|
|
soundShaderParms_t parms;
|
|
|
|
int emitterId; // sounds will be full volume when emitterId == listenerId
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
//----- set by Update -----
|
|
|
|
int lastValidPortalArea;
|
|
|
|
float directDistance;
|
|
|
|
float spatializedDistance;
|
|
|
|
idVec3 spatializedOrigin;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// sound emitters are only allocated by the soundWorld block allocator
|
2012-11-28 15:47:07 +00:00
|
|
|
idSoundEmitterLocal();
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual ~idSoundEmitterLocal();
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================================================================================
|
|
|
|
|
|
|
|
idSoundSystemLocal
|
|
|
|
|
|
|
|
===================================================================================
|
|
|
|
*/
|
2012-11-28 15:47:07 +00:00
|
|
|
class idSoundSystemLocal : public idSoundSystem
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
public:
|
|
|
|
// all non-hardware initialization
|
|
|
|
virtual void Init();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// shutdown routine
|
|
|
|
virtual void Shutdown();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
virtual idSoundWorld* AllocSoundWorld( idRenderWorld* rw );
|
|
|
|
virtual void FreeSoundWorld( idSoundWorld* sw );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// specifying NULL will cause silence to be played
|
2012-11-28 15:47:07 +00:00
|
|
|
virtual void SetPlayingSoundWorld( idSoundWorld* soundWorld );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// some tools, like the sound dialog, may be used in both the game and the editor
|
|
|
|
// This can return NULL, so check!
|
2012-11-28 15:47:07 +00:00
|
|
|
virtual idSoundWorld* GetPlayingSoundWorld();
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// sends the current playing sound world information to the sound hardware
|
|
|
|
virtual void Render();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// Mutes the SSG_MUSIC group
|
2012-11-28 15:47:07 +00:00
|
|
|
virtual void MuteBackgroundMusic( bool mute )
|
|
|
|
{
|
|
|
|
musicMuted = mute;
|
|
|
|
}
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// sets the final output volume to 0
|
|
|
|
// This should only be used when the app is deactivated
|
|
|
|
// Since otherwise there will be problems with different subsystems muting and unmuting at different times
|
2012-11-28 15:47:07 +00:00
|
|
|
virtual void SetMute( bool mute )
|
|
|
|
{
|
|
|
|
muted = mute;
|
|
|
|
}
|
|
|
|
virtual bool IsMuted()
|
|
|
|
{
|
|
|
|
return muted;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual void OnReloadSound( const idDecl* sound );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual void StopAllSounds();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
virtual void InitStreamBuffers();
|
|
|
|
virtual void FreeStreamBuffers();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-12-02 04:00:40 +00:00
|
|
|
virtual void* GetIXAudio2() const; // FIXME: stupid name; get rid of this? not sure if it's really needed..
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// for the sound level meter window
|
|
|
|
virtual cinData_t ImageForTime( const int milliseconds, const bool waveform );
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// Free all sounds loaded during the last map load
|
|
|
|
virtual void BeginLevelLoad();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// We might want to defer the loading of new sounds to this point
|
|
|
|
virtual void EndLevelLoad();
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// prints memory info
|
2012-11-28 15:47:07 +00:00
|
|
|
virtual void PrintMemInfo( MemInfo_t* mi );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
//-------------------------
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// Before a sound is reloaded, any active voices using it must
|
|
|
|
// be stopped. Returns true if any were playing, and should be
|
|
|
|
// restarted after the sound is reloaded.
|
2012-11-28 15:47:07 +00:00
|
|
|
void StopVoicesWithSample( const idSoundSample* const sample );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
void Restart();
|
2012-11-28 15:47:07 +00:00
|
|
|
void SetNeedsRestart()
|
|
|
|
{
|
|
|
|
needsRestart = true;
|
|
|
|
}
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
int SoundTime() const;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// may return NULL if there are no more voices left
|
2012-11-28 15:47:07 +00:00
|
|
|
idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample );
|
|
|
|
void FreeVoice( idSoundVoice* );
|
|
|
|
|
|
|
|
idSoundSample* LoadSample( const char* name );
|
|
|
|
|
|
|
|
virtual void Preload( idPreloadManifest& preload );
|
|
|
|
|
|
|
|
struct bufferContext_t
|
|
|
|
{
|
2012-11-26 18:58:24 +00:00
|
|
|
bufferContext_t() :
|
|
|
|
voice( NULL ),
|
|
|
|
sample( NULL ),
|
|
|
|
bufferNumber( 0 )
|
|
|
|
{ }
|
2012-12-04 11:11:14 +00:00
|
|
|
|
2013-01-02 20:45:47 +00:00
|
|
|
#if defined(USE_OPENAL)
|
|
|
|
idSoundVoice_OpenAL* voice;
|
|
|
|
idSoundSample_OpenAL* sample;
|
|
|
|
#elif defined(_MSC_VER) // XAudio backend
|
2012-12-02 04:00:40 +00:00
|
|
|
// DG: because the inheritance is kinda strange (idSoundVoice is derived
|
|
|
|
// from idSoundVoice_XAudio2), casting the latter to the former isn't possible
|
|
|
|
// so we need this ugly #ifdef ..
|
2012-11-28 15:47:07 +00:00
|
|
|
idSoundVoice_XAudio2* voice;
|
|
|
|
idSoundSample_XAudio2* sample;
|
2012-12-02 04:00:40 +00:00
|
|
|
#else // not _MSC_VER
|
|
|
|
// from stub or something..
|
|
|
|
idSoundVoice* voice;
|
|
|
|
idSoundSample* sample;
|
|
|
|
#endif // _MSC_VER ; DG end
|
2012-12-04 11:11:14 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
int bufferNumber;
|
|
|
|
};
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
// Get a stream buffer from the free pool, returns NULL if none are available
|
2012-11-28 15:47:07 +00:00
|
|
|
bufferContext_t* ObtainStreamBufferContext();
|
|
|
|
void ReleaseStreamBufferContext( bufferContext_t* p );
|
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
idSysMutex streamBufferMutex;
|
2012-11-28 15:47:07 +00:00
|
|
|
idStaticList< bufferContext_t*, MAX_SOUND_BUFFERS > freeStreamBufferContexts;
|
|
|
|
idStaticList< bufferContext_t*, MAX_SOUND_BUFFERS > activeStreamBufferContexts;
|
2012-11-26 18:58:24 +00:00
|
|
|
idStaticList< bufferContext_t, MAX_SOUND_BUFFERS > bufferContexts;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
|
|
|
idSoundWorldLocal* currentSoundWorld;
|
|
|
|
idStaticList<idSoundWorldLocal*, 32> soundWorlds;
|
|
|
|
|
|
|
|
idList<idSoundSample*, TAG_AUDIO> samples;
|
2012-11-26 18:58:24 +00:00
|
|
|
idHashIndex sampleHash;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
idSoundHardware hardware;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
idRandom2 random;
|
|
|
|
|
|
|
|
int soundTime;
|
|
|
|
bool muted;
|
|
|
|
bool musicMuted;
|
|
|
|
bool needsRestart;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
bool insideLevelLoad;
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
//-------------------------
|
2012-11-28 15:47:07 +00:00
|
|
|
|
2012-11-26 18:58:24 +00:00
|
|
|
idSoundSystemLocal() :
|
|
|
|
currentSoundWorld( NULL ),
|
2012-12-02 21:37:32 +00:00
|
|
|
soundTime( 0 ),
|
2012-11-26 18:58:24 +00:00
|
|
|
muted( false ),
|
|
|
|
musicMuted( false ),
|
|
|
|
needsRestart( false )
|
2012-11-28 15:47:07 +00:00
|
|
|
{}
|
2012-11-26 18:58:24 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
extern idSoundSystemLocal soundSystemLocal;
|
|
|
|
|
|
|
|
#endif /* !__SND_LOCAL_H__ */
|