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128 lines
4 KiB
C
128 lines
4 KiB
C
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/*
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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
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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 __AL_SOUNDHARDWARE_H__
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#define __AL_SOUNDHARDWARE_H__
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class idSoundSample_OpenAL;
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class idSoundVoice_OpenAL;
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// RB
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class idSoundHardware_OpenAL;
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/*
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================================================
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idSoundEngineCallback
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================================================
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*/
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class idSoundEngineCallback : public IXAudio2EngineCallback
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{
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public:
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idSoundHardware_OpenAL* hardware;
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private:
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// Called by XAudio2 just before an audio processing pass begins.
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STDMETHOD_( void, OnProcessingPassStart )( THIS ) {}
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// Called just after an audio processing pass ends.
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STDMETHOD_( void, OnProcessingPassEnd )( THIS ) {}
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// Called in the event of a critical system error which requires XAudio2
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// to be closed down and restarted. The error code is given in Error.
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STDMETHOD_( void, OnCriticalError )( THIS_ HRESULT Error );
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};
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/*
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================================================
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idSoundHardware_OpenAL
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================================================
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*/
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class idSoundHardware_OpenAL
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{
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public:
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idSoundHardware_OpenAL();
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void Init();
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void Shutdown();
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void Update();
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idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample );
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void FreeVoice( idSoundVoice* voice );
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// video playback needs this
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IXAudio2* GetIXAudio2() const
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{
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return pXAudio2;
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};
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int GetNumZombieVoices() const
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{
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return zombieVoices.Num();
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}
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int GetNumFreeVoices() const
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{
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return freeVoices.Num();
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}
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protected:
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friend class idSoundSample_OpenAL;
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friend class idSoundVoice_OpenAL;
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private:
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IXAudio2* pXAudio2;
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IXAudio2MasteringVoice* pMasterVoice;
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IXAudio2SubmixVoice* pSubmixVoice;
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idSoundEngineCallback soundEngineCallback;
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int lastResetTime;
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int outputChannels;
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int channelMask;
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idDebugGraph* vuMeterRMS;
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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_OpenAL, MAX_HARDWARE_VOICES* 2 > voices;
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idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES* 2 > zombieVoices;
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idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES* 2 > freeVoices;
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};
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/*
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================================================
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idSoundHardware
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================================================
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*/
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class idSoundHardware : public idSoundHardware_OpenAL
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{
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};
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#endif
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