mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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130 lines
4.2 KiB
C
130 lines
4.2 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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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 __XA2_SOUNDSAMPLE_H__
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#define __XA2_SOUNDSAMPLE_H__
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/*
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================================================
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idSoundSample_XAudio2
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================================================
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*/
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class idSampleInfo;
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class idSoundSample_XAudio2 {
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public:
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idSoundSample_XAudio2();
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// Loads and initializes the resource based on the name.
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virtual void LoadResource();
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void SetName( const char * n ) { name = n; }
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const char * GetName() const { return name; }
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ID_TIME_T GetTimestamp() const { return timestamp; }
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// turns it into a beep
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void MakeDefault();
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// frees all data
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void FreeData();
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int LengthInMsec() const { return SamplesToMsec( NumSamples(), SampleRate() ); }
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int SampleRate() const { return format.basic.samplesPerSec; }
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int NumSamples() const { return playLength; }
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int NumChannels() const { return format.basic.numChannels; }
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int BufferSize() const { return totalBufferSize; }
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bool IsCompressed() const { return ( format.basic.formatTag != idWaveFile::FORMAT_PCM ); }
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bool IsDefault() const { return timestamp == FILE_NOT_FOUND_TIMESTAMP; }
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bool IsLoaded() const { return loaded; }
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void SetNeverPurge() { neverPurge = true; }
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bool GetNeverPurge() const { return neverPurge; }
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void SetLevelLoadReferenced() { levelLoadReferenced = true; }
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void ResetLevelLoadReferenced() { levelLoadReferenced = false; }
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bool GetLevelLoadReferenced() const { return levelLoadReferenced; }
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int GetLastPlayedTime() const { return lastPlayedTime; }
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void SetLastPlayedTime( int t ) { lastPlayedTime = t; }
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float GetAmplitude( int timeMS ) const;
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protected:
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friend class idSoundHardware_XAudio2;
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friend class idSoundVoice_XAudio2;
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~idSoundSample_XAudio2();
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bool LoadWav( const idStr & name );
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bool LoadAmplitude( const idStr & name );
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void WriteAllSamples( const idStr &sampleName );
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bool LoadGeneratedSample( const idStr &name );
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void WriteGeneratedSample( idFile *fileOut );
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struct sampleBuffer_t {
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void * buffer;
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int bufferSize;
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int numSamples;
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};
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idStr name;
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ID_TIME_T timestamp;
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bool loaded;
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bool neverPurge;
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bool levelLoadReferenced;
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bool usesMapHeap;
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uint32 lastPlayedTime;
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int totalBufferSize; // total size of all the buffers
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idList<sampleBuffer_t, TAG_AUDIO> buffers;
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int playBegin;
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int playLength;
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idWaveFile::waveFmt_t format;
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idList<byte, TAG_AMPLITUDE> amplitude;
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};
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/*
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================================================
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idSoundSample
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This reverse-inheritance purportedly makes working on
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multiple platforms easier.
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================================================
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*/
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class idSoundSample : public idSoundSample_XAudio2 {
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public:
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};
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#endif
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