Stub away XAudio2 for non-MSVC builds

Getting it to work with MinGW seems impossible..
and on Linux/OSX it won't work anyway, so nevermind
This commit is contained in:
Daniel Gibson 2012-12-02 05:00:40 +01:00
parent b6dd24ec4e
commit 91301c893f
5 changed files with 811 additions and 4 deletions

View file

@ -19,7 +19,7 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
add_definitions(-mmmx -msse -msse2)
if(WIN32)
# require msvcr70.dll or newer for _aligned_malloc etc
# I think it is from Visual C++ .NET 2002, so it should be available on any modern system.
# I think it is from Visual C++ .NET 2002, so it should be available on any remotely modern system.
add_definitions(-D__MSVCRT_VERSION__=0x0700)
find_package(DirectX REQUIRED)
@ -360,6 +360,12 @@ set(XAUDIO2_SOURCES
sound/XAudio2/XA2_SoundHardware.cpp
sound/XAudio2/XA2_SoundSample.cpp
sound/XAudio2/XA2_SoundVoice.cpp)
set(STUBAUDIO_INCLUDES
sound/stub/SoundStub.h)
set(STUBAUDIO_SOURCES
sound/stub/SoundSample.cpp)
set(OGGVORBIS_INCLUDES
libs/oggvorbis/ogg/ogg.h
@ -738,6 +744,9 @@ source_group("sound" FILES ${SOUND_SOURCES})
source_group("sound\\XAudio2" FILES ${XAUDIO2_INCLUDES})
source_group("sound\\XAudio2" FILES ${XAUDIO2_SOURCES})
source_group("sound\\stub" FILES ${STUBAUDIO_INCLUDES})
source_group("sound\\stub" FILES ${STUBAUDIO_SOURCES})
source_group("libs\\oggvorbis" FILES ${OGGVORBIS_INCLUDES})
source_group("libs\\oggvorbis" FILES ${OGGVORBIS_SOURCES})
@ -977,6 +986,17 @@ if(MSVC)
wsock32.lib
)
else()
list(APPEND RBDOOM3_SOURCES
${SYS_INCLUDES} ${SYS_SOURCES}
${STUBAUDIO_INCLUDES} ${STUBAUDIO_SOURCES})
# TODO: if WIN32
list(APPEND RBDOOM3_SOURCES
${WIN32_INCLUDES} ${WIN32_SOURCES} ${WIN32_RESOURCES})
list(REMOVE_DUPLICATES RBDOOM3_SOURCES)
add_executable(RBDoom3 WIN32 ${RBDOOM3_SOURCES})
add_dependencies(RBDoom3 idlib)

View file

@ -92,6 +92,7 @@ typedef enum
#include "SoundVoice.h"
#ifdef _MSC_VER // DG: stub out xaudio for MinGW etc
#define OPERATION_SET 1
@ -115,7 +116,10 @@ typedef enum
#include "XAudio2/XA2_SoundVoice.h"
#include "XAudio2/XA2_SoundHardware.h"
#else // not _MSC_VER => MinGW, GCC, ...
// just a stub for now
#include "stub/SoundStub.h"
#endif // _MSC_VER ; DG end
//------------------------
// Listener data
@ -441,7 +445,7 @@ public:
virtual void InitStreamBuffers();
virtual void FreeStreamBuffers();
virtual void* GetIXAudio2() const;
virtual void* GetIXAudio2() const; // FIXME: stupid name; get rid of this? not sure if it's really needed..
// for the sound level meter window
virtual cinData_t ImageForTime( const int milliseconds, const bool waveform );
@ -485,8 +489,19 @@ public:
sample( NULL ),
bufferNumber( 0 )
{ }
#ifdef _MSC_VER // XAudio backend
// 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 ..
idSoundVoice_XAudio2* voice;
idSoundSample_XAudio2* sample;
#else // not _MSC_VER
// from stub or something..
idSoundVoice* voice;
idSoundSample* sample;
#endif // _MSC_VER ; DG end
int bufferNumber;
};

View file

@ -319,7 +319,7 @@ public:
virtual void FreeStreamBuffers() = 0;
// video playback needs to get this
virtual void* GetIXAudio2() const = 0;
virtual void* GetIXAudio2() const = 0; // FIXME: stupid name if we have other backends
// for the sound level meter window
virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ) = 0;

View file

@ -0,0 +1,555 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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.
===========================================================================
*/
// DG: SoundSample seems to be XAudio-independent, so this is just a copy of idSoundSample_XAudio2
//#include "../../idlib/precompiled.h"
//#include "../snd_local.h"
#include "SoundStub.h"
extern idCVar s_useCompression;
extern idCVar s_noSound;
#define GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( x ) x
const uint32 SOUND_MAGIC_IDMSA = 0x6D7A7274;
extern idCVar sys_lang;
#define MIN_SAMPLE_RATE 1000 // Minimum audio sample rate supported (this value is from XAudio2)
/*
========================
AllocBuffer
========================
*/
static void* AllocBuffer( int size, const char* name )
{
return Mem_Alloc( size, TAG_AUDIO );
}
/*
========================
FreeBuffer
========================
*/
static void FreeBuffer( void* p )
{
return Mem_Free( p );
}
/*
========================
idSoundSample_XAudio2::idSoundSample_XAudio2
========================
*/
idSoundSample::idSoundSample()
{
timestamp = FILE_NOT_FOUND_TIMESTAMP;
loaded = false;
neverPurge = false;
levelLoadReferenced = false;
memset( &format, 0, sizeof( format ) );
totalBufferSize = 0;
playBegin = 0;
playLength = 0;
lastPlayedTime = 0;
}
/*
========================
idSoundSample::~idSoundSample
========================
*/
idSoundSample::~idSoundSample()
{
FreeData();
}
/*
========================
idSoundSample::WriteGeneratedSample
========================
*/
void idSoundSample::WriteGeneratedSample( idFile* fileOut )
{
fileOut->WriteBig( SOUND_MAGIC_IDMSA );
fileOut->WriteBig( timestamp );
fileOut->WriteBig( loaded );
fileOut->WriteBig( playBegin );
fileOut->WriteBig( playLength );
idWaveFile::WriteWaveFormatDirect( format, fileOut );
fileOut->WriteBig( ( int )amplitude.Num() );
fileOut->Write( amplitude.Ptr(), amplitude.Num() );
fileOut->WriteBig( totalBufferSize );
fileOut->WriteBig( ( int )buffers.Num() );
for( int i = 0; i < buffers.Num(); i++ )
{
fileOut->WriteBig( buffers[ i ].numSamples );
fileOut->WriteBig( buffers[ i ].bufferSize );
fileOut->Write( buffers[ i ].buffer, buffers[ i ].bufferSize );
};
}
/*
========================
idSoundSample::WriteAllSamples
========================
*/
void idSoundSample::WriteAllSamples( const idStr& sampleName )
{
idSoundSample* samplePC = new idSoundSample();
{
idStrStatic< MAX_OSPATH > inName = sampleName;
inName.Append( ".msadpcm" );
idStrStatic< MAX_OSPATH > inName2 = sampleName;
inName2.Append( ".wav" );
idStrStatic< MAX_OSPATH > outName = "generated/";
outName.Append( sampleName );
outName.Append( ".idwav" );
if( samplePC->LoadWav( inName ) || samplePC->LoadWav( inName2 ) )
{
idFile* fileOut = fileSystem->OpenFileWrite( outName, "fs_basepath" );
samplePC->WriteGeneratedSample( fileOut );
delete fileOut;
}
}
delete samplePC;
}
/*
========================
idSoundSample::LoadGeneratedSound
========================
*/
bool idSoundSample::LoadGeneratedSample( const idStr& filename )
{
idFileLocal fileIn( fileSystem->OpenFileReadMemory( filename ) );
if( fileIn != NULL )
{
uint32 magic;
fileIn->ReadBig( magic );
fileIn->ReadBig( timestamp );
fileIn->ReadBig( loaded );
fileIn->ReadBig( playBegin );
fileIn->ReadBig( playLength );
idWaveFile::ReadWaveFormatDirect( format, fileIn );
int num;
fileIn->ReadBig( num );
amplitude.Clear();
amplitude.SetNum( num );
fileIn->Read( amplitude.Ptr(), amplitude.Num() );
fileIn->ReadBig( totalBufferSize );
fileIn->ReadBig( num );
buffers.SetNum( num );
for( int i = 0; i < num; i++ )
{
fileIn->ReadBig( buffers[ i ].numSamples );
fileIn->ReadBig( buffers[ i ].bufferSize );
buffers[ i ].buffer = AllocBuffer( buffers[ i ].bufferSize, GetName() );
fileIn->Read( buffers[ i ].buffer, buffers[ i ].bufferSize );
buffers[ i ].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[ i ].buffer );
}
return true;
}
return false;
}
/*
========================
idSoundSample::Load
========================
*/
void idSoundSample::LoadResource()
{
FreeData();
if( idStr::Icmpn( GetName(), "_default", 8 ) == 0 )
{
MakeDefault();
return;
}
if( s_noSound.GetBool() )
{
MakeDefault();
return;
}
loaded = false;
for( int i = 0; i < 2; i++ )
{
idStrStatic< MAX_OSPATH > sampleName = GetName();
if( ( i == 0 ) && !sampleName.Replace( "/vo/", va( "/vo/%s/", sys_lang.GetString() ) ) )
{
i++;
}
idStrStatic< MAX_OSPATH > generatedName = "generated/";
generatedName.Append( sampleName );
{
if( s_useCompression.GetBool() )
{
sampleName.Append( ".msadpcm" );
}
else
{
sampleName.Append( ".wav" );
}
generatedName.Append( ".idwav" );
}
loaded = LoadGeneratedSample( generatedName ) || LoadWav( sampleName );
if( !loaded && s_useCompression.GetBool() )
{
sampleName.SetFileExtension( "wav" );
loaded = LoadWav( sampleName );
}
if( loaded )
{
if( cvarSystem->GetCVarBool( "fs_buildresources" ) )
{
fileSystem->AddSamplePreload( GetName() );
WriteAllSamples( GetName() );
if( sampleName.Find( "/vo/" ) >= 0 )
{
for( int i = 0; i < Sys_NumLangs(); i++ )
{
const char* lang = Sys_Lang( i );
if( idStr::Icmp( lang, ID_LANG_ENGLISH ) == 0 )
{
continue;
}
idStrStatic< MAX_OSPATH > locName = GetName();
locName.Replace( "/vo/", va( "/vo/%s/", Sys_Lang( i ) ) );
WriteAllSamples( locName );
}
}
}
return;
}
}
if( !loaded )
{
// make it default if everything else fails
MakeDefault();
}
return;
}
/*
========================
idSoundSample::LoadWav
========================
*/
bool idSoundSample::LoadWav( const idStr& filename )
{
// load the wave
idWaveFile wave;
if( !wave.Open( filename ) )
{
return false;
}
idStrStatic< MAX_OSPATH > sampleName = filename;
sampleName.SetFileExtension( "amp" );
LoadAmplitude( sampleName );
const char* formatError = wave.ReadWaveFormat( format );
if( formatError != NULL )
{
idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), formatError );
MakeDefault();
return false;
}
timestamp = wave.Timestamp();
totalBufferSize = wave.SeekToChunk( 'data' );
if( format.basic.formatTag == idWaveFile::FORMAT_PCM || format.basic.formatTag == idWaveFile::FORMAT_EXTENSIBLE )
{
if( format.basic.bitsPerSample != 16 )
{
idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), "Not a 16 bit PCM wav file" );
MakeDefault();
return false;
}
playBegin = 0;
playLength = ( totalBufferSize ) / format.basic.blockSize;
buffers.SetNum( 1 );
buffers[0].bufferSize = totalBufferSize;
buffers[0].numSamples = playLength;
buffers[0].buffer = AllocBuffer( totalBufferSize, GetName() );
wave.Read( buffers[0].buffer, totalBufferSize );
if( format.basic.bitsPerSample == 16 )
{
idSwap::LittleArray( ( short* )buffers[0].buffer, totalBufferSize / sizeof( short ) );
}
buffers[0].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[0].buffer );
}
else if( format.basic.formatTag == idWaveFile::FORMAT_ADPCM )
{
playBegin = 0;
playLength = ( ( totalBufferSize / format.basic.blockSize ) * format.extra.adpcm.samplesPerBlock );
buffers.SetNum( 1 );
buffers[0].bufferSize = totalBufferSize;
buffers[0].numSamples = playLength;
buffers[0].buffer = AllocBuffer( totalBufferSize, GetName() );
wave.Read( buffers[0].buffer, totalBufferSize );
buffers[0].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[0].buffer );
}
else if( format.basic.formatTag == idWaveFile::FORMAT_XMA2 )
{
if( format.extra.xma2.blockCount == 0 )
{
idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), "No data blocks in file" );
MakeDefault();
return false;
}
int bytesPerBlock = format.extra.xma2.bytesPerBlock;
assert( format.extra.xma2.blockCount == ALIGN( totalBufferSize, bytesPerBlock ) / bytesPerBlock );
assert( format.extra.xma2.blockCount * bytesPerBlock >= totalBufferSize );
assert( format.extra.xma2.blockCount * bytesPerBlock < totalBufferSize + bytesPerBlock );
buffers.SetNum( format.extra.xma2.blockCount );
for( int i = 0; i < buffers.Num(); i++ )
{
if( i == buffers.Num() - 1 )
{
buffers[i].bufferSize = totalBufferSize - ( i * bytesPerBlock );
}
else
{
buffers[i].bufferSize = bytesPerBlock;
}
buffers[i].buffer = AllocBuffer( buffers[i].bufferSize, GetName() );
wave.Read( buffers[i].buffer, buffers[i].bufferSize );
buffers[i].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[i].buffer );
}
int seekTableSize = wave.SeekToChunk( 'seek' );
if( seekTableSize != 4 * buffers.Num() )
{
idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), "Wrong number of entries in seek table" );
MakeDefault();
return false;
}
for( int i = 0; i < buffers.Num(); i++ )
{
wave.Read( &buffers[i].numSamples, sizeof( buffers[i].numSamples ) );
idSwap::Big( buffers[i].numSamples );
}
playBegin = format.extra.xma2.loopBegin;
playLength = format.extra.xma2.loopLength;
if( buffers[buffers.Num() - 1].numSamples < playBegin + playLength )
{
// This shouldn't happen, but it's not fatal if it does
playLength = buffers[buffers.Num() - 1].numSamples - playBegin;
}
else
{
// Discard samples beyond playLength
for( int i = 0; i < buffers.Num(); i++ )
{
if( buffers[i].numSamples > playBegin + playLength )
{
buffers[i].numSamples = playBegin + playLength;
// Ideally, the following loop should always have 0 iterations because playBegin + playLength ends in the last block already
// But there is no guarantee for that, so to be safe, discard all buffers beyond this one
for( int j = i + 1; j < buffers.Num(); j++ )
{
FreeBuffer( buffers[j].buffer );
}
buffers.SetNum( i + 1 );
break;
}
}
}
}
else
{
idLib::Warning( "LoadWav( %s ) : Unsupported wave format %d", filename.c_str(), format.basic.formatTag );
MakeDefault();
return false;
}
wave.Close();
if( format.basic.formatTag == idWaveFile::FORMAT_EXTENSIBLE )
{
// HACK: XAudio2 doesn't really support FORMAT_EXTENSIBLE so we convert it to a basic format after extracting the channel mask
format.basic.formatTag = format.extra.extensible.subFormat.data1;
}
// sanity check...
assert( buffers[buffers.Num() - 1].numSamples == playBegin + playLength );
return true;
}
/*
========================
idSoundSample::MakeDefault
========================
*/
void idSoundSample::MakeDefault()
{
FreeData();
static const int DEFAULT_NUM_SAMPLES = 256;
timestamp = FILE_NOT_FOUND_TIMESTAMP;
loaded = true;
memset( &format, 0, sizeof( format ) );
format.basic.formatTag = idWaveFile::FORMAT_PCM;
format.basic.numChannels = 1;
format.basic.bitsPerSample = 16;
format.basic.samplesPerSec = MIN_SAMPLE_RATE;
format.basic.blockSize = format.basic.numChannels * format.basic.bitsPerSample / 8;
format.basic.avgBytesPerSec = format.basic.samplesPerSec * format.basic.blockSize;
assert( format.basic.blockSize == 2 );
totalBufferSize = DEFAULT_NUM_SAMPLES * 2;
short* defaultBuffer = ( short* )AllocBuffer( totalBufferSize, GetName() );
for( int i = 0; i < DEFAULT_NUM_SAMPLES; i += 2 )
{
defaultBuffer[i + 0] = SHRT_MIN;
defaultBuffer[i + 1] = SHRT_MAX;
}
buffers.SetNum( 1 );
buffers[0].buffer = defaultBuffer;
buffers[0].bufferSize = totalBufferSize;
buffers[0].numSamples = DEFAULT_NUM_SAMPLES;
buffers[0].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[0].buffer );
playBegin = 0;
playLength = DEFAULT_NUM_SAMPLES;
}
/*
========================
idSoundSample::FreeData
Called before deleting the object and at the start of LoadResource()
========================
*/
void idSoundSample::FreeData()
{
if( buffers.Num() > 0 )
{
soundSystemLocal.StopVoicesWithSample( ( idSoundSample* )this );
for( int i = 0; i < buffers.Num(); i++ )
{
FreeBuffer( buffers[i].buffer );
}
buffers.Clear();
}
amplitude.Clear();
timestamp = FILE_NOT_FOUND_TIMESTAMP;
memset( &format, 0, sizeof( format ) );
loaded = false;
totalBufferSize = 0;
playBegin = 0;
playLength = 0;
}
/*
========================
idSoundSample::LoadAmplitude
========================
*/
bool idSoundSample::LoadAmplitude( const idStr& name )
{
amplitude.Clear();
idFileLocal f( fileSystem->OpenFileRead( name ) );
if( f == NULL )
{
return false;
}
amplitude.SetNum( f->Length() );
f->Read( amplitude.Ptr(), amplitude.Num() );
return true;
}
/*
========================
idSoundSample::GetAmplitude
========================
*/
float idSoundSample::GetAmplitude( int timeMS ) const
{
if( timeMS < 0 || timeMS > LengthInMsec() )
{
return 0.0f;
}
if( IsDefault() )
{
return 1.0f;
}
int index = timeMS * 60 / 1000;
if( index < 0 || index >= amplitude.Num() )
{
return 0.0f;
}
return ( float )amplitude[index] / 255.0f;
}

217
neo/sound/stub/SoundStub.h Normal file
View file

@ -0,0 +1,217 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Daniel Gibson
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.
===========================================================================
*/
/*
* DG: a stub to get d3 bfg to compile without XAudio2, because that doesn't work with MinGW
* or on non-Windows platforms.
*
* Please note that many methods are *not* virtual, so just inheriting from the stubs for the
* actual implementations may *not* work!
* (Making them virtual should be evaluated for performance-loss though, it would make the code
* cleaner and may be feasible)
*/
#include "../SoundVoice.h"
#include "idlib/precompiled.h" // TIME_T
#ifndef SOUNDSTUB_H_
#define SOUNDSTUB_H_
class idSoundVoice : public idSoundVoice_Base
{
};
class idSoundHardware
{
public:
idSoundHardware(){}
void Init(){}
void Shutdown(){}
void Update(){}
// FIXME: this is a bad name when having multiple sound backends... and maybe it's not even needed
void* GetIXAudio2() const // NOTE: originally this returned IXAudio2*, but that was casted to void later anyway
{ return NULL; }
idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample )
{ return NULL; }
void FreeVoice( idSoundVoice* voice ){}
int GetNumZombieVoices() const
{ return 0; }
int GetNumFreeVoices() const
{ return 0; }
};
// ok, this one isn't really a stub, because it seems to be XAudio-independent,
// I just copied the class from idSoundSample_XAudio2 and renamed it
class idSoundSample
{
public:
idSoundSample();
// Loads and initializes the resource based on the name.
virtual void LoadResource();
void SetName( const char* n )
{
name = n;
}
const char* GetName() const
{
return name;
}
ID_TIME_T GetTimestamp() const
{
return timestamp;
}
// turns it into a beep
void MakeDefault();
// frees all data
void FreeData();
int LengthInMsec() const
{
return SamplesToMsec( NumSamples(), SampleRate() );
}
int SampleRate() const
{
return format.basic.samplesPerSec;
}
int NumSamples() const
{
return playLength;
}
int NumChannels() const
{
return format.basic.numChannels;
}
int BufferSize() const
{
return totalBufferSize;
}
bool IsCompressed() const
{
return ( format.basic.formatTag != idWaveFile::FORMAT_PCM );
}
bool IsDefault() const
{
return timestamp == FILE_NOT_FOUND_TIMESTAMP;
}
bool IsLoaded() const
{
return loaded;
}
void SetNeverPurge()
{
neverPurge = true;
}
bool GetNeverPurge() const
{
return neverPurge;
}
void SetLevelLoadReferenced()
{
levelLoadReferenced = true;
}
void ResetLevelLoadReferenced()
{
levelLoadReferenced = false;
}
bool GetLevelLoadReferenced() const
{
return levelLoadReferenced;
}
int GetLastPlayedTime() const
{
return lastPlayedTime;
}
void SetLastPlayedTime( int t )
{
lastPlayedTime = t;
}
float GetAmplitude( int timeMS ) const;
protected:
/*
friend class idSoundHardware_XAudio2;
friend class idSoundVoice_XAudio2;
*/
~idSoundSample();
bool LoadWav( const idStr& name );
bool LoadAmplitude( const idStr& name );
void WriteAllSamples( const idStr& sampleName );
bool LoadGeneratedSample( const idStr& name );
void WriteGeneratedSample( idFile* fileOut );
struct sampleBuffer_t
{
void* buffer;
int bufferSize;
int numSamples;
};
idStr name;
ID_TIME_T timestamp;
bool loaded;
bool neverPurge;
bool levelLoadReferenced;
bool usesMapHeap;
uint32 lastPlayedTime;
int totalBufferSize; // total size of all the buffers
idList<sampleBuffer_t, TAG_AUDIO> buffers;
int playBegin;
int playLength;
idWaveFile::waveFmt_t format;
idList<byte, TAG_AMPLITUDE> amplitude;
};
#endif /* SOUNDSTUB_H_ */