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/*
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Doom 3 BFG Edition GPL Source Code
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Copyright ( C ) 1993 - 2012 id Software LLC , a ZeniMax Media company .
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Copyright ( C ) 2012 Robert Beckebans
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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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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 .
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*/
# ifndef __XA_SOUNDHARDWARE_H__
# define __XA_SOUNDHARDWARE_H__
class idSoundSample_XAudio2 ;
class idSoundVoice_XAudio2 ;
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// RB
class idSoundHardware_XAudio2 ;
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/*
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idSoundEngineCallback
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*/
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class idSoundEngineCallback : public IXAudio2EngineCallback
{
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public :
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idSoundHardware_XAudio2 * hardware ;
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private :
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// 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 ) ;
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} ;
/*
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idSoundHardware_XAudio2
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*/
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class idSoundHardware_XAudio2
{
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public :
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idSoundHardware_XAudio2 ( ) ;
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void Init ( ) ;
void Shutdown ( ) ;
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void Update ( ) ;
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idSoundVoice * AllocateVoice ( const idSoundSample * leadinSample , const idSoundSample * loopingSample ) ;
void FreeVoice ( idSoundVoice * voice ) ;
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// video playback needs this
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IXAudio2 * GetIXAudio2 ( ) const
{
return pXAudio2 ;
} ;
int GetNumZombieVoices ( ) const
{
return zombieVoices . Num ( ) ;
}
int GetNumFreeVoices ( ) const
{
return freeVoices . Num ( ) ;
}
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protected :
friend class idSoundSample_XAudio2 ;
friend class idSoundVoice_XAudio2 ;
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private :
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IXAudio2 * pXAudio2 ;
IXAudio2MasteringVoice * pMasterVoice ;
IXAudio2SubmixVoice * pSubmixVoice ;
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idSoundEngineCallback soundEngineCallback ;
int lastResetTime ;
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int outputChannels ;
int channelMask ;
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idDebugGraph * vuMeterRMS ;
idDebugGraph * vuMeterPeak ;
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int vuMeterPeakTimes [ 8 ] ;
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// 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
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idStaticList < idSoundVoice_XAudio2 , MAX_HARDWARE_VOICES * 2 > voices ;
idStaticList < idSoundVoice_XAudio2 * , MAX_HARDWARE_VOICES * 2 > zombieVoices ;
idStaticList < idSoundVoice_XAudio2 * , MAX_HARDWARE_VOICES * 2 > freeVoices ;
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} ;
/*
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idSoundHardware
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*/
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class idSoundHardware : public idSoundHardware_XAudio2
{
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} ;
# endif