mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-02-22 11:41:25 +00:00
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:
parent
b6dd24ec4e
commit
91301c893f
5 changed files with 811 additions and 4 deletions
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@ -19,7 +19,7 @@ if(CMAKE_COMPILER_IS_GNUCC OR CMAKE_C_COMPILER_ID STREQUAL "Clang")
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add_definitions(-mmmx -msse -msse2)
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if(WIN32)
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# require msvcr70.dll or newer for _aligned_malloc etc
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# I think it is from Visual C++ .NET 2002, so it should be available on any modern system.
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# I think it is from Visual C++ .NET 2002, so it should be available on any remotely modern system.
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add_definitions(-D__MSVCRT_VERSION__=0x0700)
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find_package(DirectX REQUIRED)
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@ -360,6 +360,12 @@ set(XAUDIO2_SOURCES
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sound/XAudio2/XA2_SoundHardware.cpp
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sound/XAudio2/XA2_SoundSample.cpp
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sound/XAudio2/XA2_SoundVoice.cpp)
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set(STUBAUDIO_INCLUDES
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sound/stub/SoundStub.h)
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set(STUBAUDIO_SOURCES
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sound/stub/SoundSample.cpp)
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set(OGGVORBIS_INCLUDES
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libs/oggvorbis/ogg/ogg.h
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@ -738,6 +744,9 @@ source_group("sound" FILES ${SOUND_SOURCES})
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source_group("sound\\XAudio2" FILES ${XAUDIO2_INCLUDES})
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source_group("sound\\XAudio2" FILES ${XAUDIO2_SOURCES})
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source_group("sound\\stub" FILES ${STUBAUDIO_INCLUDES})
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source_group("sound\\stub" FILES ${STUBAUDIO_SOURCES})
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source_group("libs\\oggvorbis" FILES ${OGGVORBIS_INCLUDES})
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source_group("libs\\oggvorbis" FILES ${OGGVORBIS_SOURCES})
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@ -977,6 +986,17 @@ if(MSVC)
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wsock32.lib
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)
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else()
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list(APPEND RBDOOM3_SOURCES
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${SYS_INCLUDES} ${SYS_SOURCES}
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${STUBAUDIO_INCLUDES} ${STUBAUDIO_SOURCES})
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# TODO: if WIN32
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list(APPEND RBDOOM3_SOURCES
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${WIN32_INCLUDES} ${WIN32_SOURCES} ${WIN32_RESOURCES})
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list(REMOVE_DUPLICATES RBDOOM3_SOURCES)
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add_executable(RBDoom3 WIN32 ${RBDOOM3_SOURCES})
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add_dependencies(RBDoom3 idlib)
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@ -92,6 +92,7 @@ typedef enum
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#include "SoundVoice.h"
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#ifdef _MSC_VER // DG: stub out xaudio for MinGW etc
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#define OPERATION_SET 1
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@ -115,7 +116,10 @@ typedef enum
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#include "XAudio2/XA2_SoundVoice.h"
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#include "XAudio2/XA2_SoundHardware.h"
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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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//------------------------
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// Listener data
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@ -441,7 +445,7 @@ public:
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virtual void InitStreamBuffers();
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virtual void FreeStreamBuffers();
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virtual void* GetIXAudio2() const;
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virtual void* GetIXAudio2() const; // FIXME: stupid name; get rid of this? not sure if it's really needed..
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// for the sound level meter window
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virtual cinData_t ImageForTime( const int milliseconds, const bool waveform );
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@ -485,8 +489,19 @@ public:
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sample( NULL ),
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bufferNumber( 0 )
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{ }
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#ifdef _MSC_VER // XAudio backend
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// DG: because the inheritance is kinda strange (idSoundVoice is derived
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// from idSoundVoice_XAudio2), casting the latter to the former isn't possible
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// so we need this ugly #ifdef ..
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idSoundVoice_XAudio2* voice;
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idSoundSample_XAudio2* sample;
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#else // not _MSC_VER
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// from stub or something..
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idSoundVoice* voice;
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idSoundSample* sample;
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#endif // _MSC_VER ; DG end
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int bufferNumber;
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};
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@ -319,7 +319,7 @@ public:
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virtual void FreeStreamBuffers() = 0;
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// video playback needs to get this
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virtual void* GetIXAudio2() const = 0;
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virtual void* GetIXAudio2() const = 0; // FIXME: stupid name if we have other backends
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// for the sound level meter window
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virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ) = 0;
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555
neo/sound/stub/SoundSample.cpp
Normal file
555
neo/sound/stub/SoundSample.cpp
Normal file
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@ -0,0 +1,555 @@
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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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// DG: SoundSample seems to be XAudio-independent, so this is just a copy of idSoundSample_XAudio2
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//#include "../../idlib/precompiled.h"
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//#include "../snd_local.h"
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#include "SoundStub.h"
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extern idCVar s_useCompression;
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extern idCVar s_noSound;
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#define GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( x ) x
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const uint32 SOUND_MAGIC_IDMSA = 0x6D7A7274;
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extern idCVar sys_lang;
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#define MIN_SAMPLE_RATE 1000 // Minimum audio sample rate supported (this value is from XAudio2)
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/*
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========================
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AllocBuffer
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========================
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*/
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static void* AllocBuffer( int size, const char* name )
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{
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return Mem_Alloc( size, TAG_AUDIO );
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}
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/*
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========================
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FreeBuffer
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========================
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*/
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static void FreeBuffer( void* p )
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{
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return Mem_Free( p );
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}
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/*
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========================
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idSoundSample_XAudio2::idSoundSample_XAudio2
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========================
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*/
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idSoundSample::idSoundSample()
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{
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timestamp = FILE_NOT_FOUND_TIMESTAMP;
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loaded = false;
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neverPurge = false;
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levelLoadReferenced = false;
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memset( &format, 0, sizeof( format ) );
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totalBufferSize = 0;
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playBegin = 0;
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playLength = 0;
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lastPlayedTime = 0;
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}
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/*
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========================
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idSoundSample::~idSoundSample
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========================
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*/
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idSoundSample::~idSoundSample()
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{
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FreeData();
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}
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/*
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========================
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idSoundSample::WriteGeneratedSample
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========================
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*/
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void idSoundSample::WriteGeneratedSample( idFile* fileOut )
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{
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fileOut->WriteBig( SOUND_MAGIC_IDMSA );
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fileOut->WriteBig( timestamp );
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fileOut->WriteBig( loaded );
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fileOut->WriteBig( playBegin );
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fileOut->WriteBig( playLength );
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idWaveFile::WriteWaveFormatDirect( format, fileOut );
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fileOut->WriteBig( ( int )amplitude.Num() );
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fileOut->Write( amplitude.Ptr(), amplitude.Num() );
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fileOut->WriteBig( totalBufferSize );
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fileOut->WriteBig( ( int )buffers.Num() );
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for( int i = 0; i < buffers.Num(); i++ )
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{
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fileOut->WriteBig( buffers[ i ].numSamples );
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fileOut->WriteBig( buffers[ i ].bufferSize );
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fileOut->Write( buffers[ i ].buffer, buffers[ i ].bufferSize );
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};
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}
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/*
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========================
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idSoundSample::WriteAllSamples
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========================
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*/
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void idSoundSample::WriteAllSamples( const idStr& sampleName )
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{
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idSoundSample* samplePC = new idSoundSample();
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{
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idStrStatic< MAX_OSPATH > inName = sampleName;
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inName.Append( ".msadpcm" );
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idStrStatic< MAX_OSPATH > inName2 = sampleName;
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inName2.Append( ".wav" );
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idStrStatic< MAX_OSPATH > outName = "generated/";
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outName.Append( sampleName );
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outName.Append( ".idwav" );
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if( samplePC->LoadWav( inName ) || samplePC->LoadWav( inName2 ) )
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{
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idFile* fileOut = fileSystem->OpenFileWrite( outName, "fs_basepath" );
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samplePC->WriteGeneratedSample( fileOut );
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delete fileOut;
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}
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}
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delete samplePC;
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}
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/*
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========================
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idSoundSample::LoadGeneratedSound
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========================
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*/
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bool idSoundSample::LoadGeneratedSample( const idStr& filename )
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{
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idFileLocal fileIn( fileSystem->OpenFileReadMemory( filename ) );
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if( fileIn != NULL )
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{
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uint32 magic;
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fileIn->ReadBig( magic );
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fileIn->ReadBig( timestamp );
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fileIn->ReadBig( loaded );
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fileIn->ReadBig( playBegin );
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fileIn->ReadBig( playLength );
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idWaveFile::ReadWaveFormatDirect( format, fileIn );
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int num;
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fileIn->ReadBig( num );
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amplitude.Clear();
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amplitude.SetNum( num );
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fileIn->Read( amplitude.Ptr(), amplitude.Num() );
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fileIn->ReadBig( totalBufferSize );
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fileIn->ReadBig( num );
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buffers.SetNum( num );
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for( int i = 0; i < num; i++ )
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{
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fileIn->ReadBig( buffers[ i ].numSamples );
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fileIn->ReadBig( buffers[ i ].bufferSize );
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buffers[ i ].buffer = AllocBuffer( buffers[ i ].bufferSize, GetName() );
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fileIn->Read( buffers[ i ].buffer, buffers[ i ].bufferSize );
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buffers[ i ].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[ i ].buffer );
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}
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return true;
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}
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return false;
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}
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/*
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========================
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idSoundSample::Load
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========================
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*/
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void idSoundSample::LoadResource()
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{
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FreeData();
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if( idStr::Icmpn( GetName(), "_default", 8 ) == 0 )
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{
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MakeDefault();
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return;
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}
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if( s_noSound.GetBool() )
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{
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MakeDefault();
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return;
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}
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loaded = false;
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for( int i = 0; i < 2; i++ )
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{
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idStrStatic< MAX_OSPATH > sampleName = GetName();
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if( ( i == 0 ) && !sampleName.Replace( "/vo/", va( "/vo/%s/", sys_lang.GetString() ) ) )
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{
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i++;
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}
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idStrStatic< MAX_OSPATH > generatedName = "generated/";
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generatedName.Append( sampleName );
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{
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if( s_useCompression.GetBool() )
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{
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sampleName.Append( ".msadpcm" );
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}
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else
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{
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sampleName.Append( ".wav" );
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}
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generatedName.Append( ".idwav" );
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}
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loaded = LoadGeneratedSample( generatedName ) || LoadWav( sampleName );
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if( !loaded && s_useCompression.GetBool() )
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{
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sampleName.SetFileExtension( "wav" );
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loaded = LoadWav( sampleName );
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}
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if( loaded )
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{
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if( cvarSystem->GetCVarBool( "fs_buildresources" ) )
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{
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fileSystem->AddSamplePreload( GetName() );
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WriteAllSamples( GetName() );
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if( sampleName.Find( "/vo/" ) >= 0 )
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{
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for( int i = 0; i < Sys_NumLangs(); i++ )
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{
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const char* lang = Sys_Lang( i );
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if( idStr::Icmp( lang, ID_LANG_ENGLISH ) == 0 )
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{
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continue;
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}
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idStrStatic< MAX_OSPATH > locName = GetName();
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locName.Replace( "/vo/", va( "/vo/%s/", Sys_Lang( i ) ) );
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WriteAllSamples( locName );
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}
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}
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}
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return;
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}
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}
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if( !loaded )
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{
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// make it default if everything else fails
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MakeDefault();
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}
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return;
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}
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/*
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========================
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idSoundSample::LoadWav
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========================
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*/
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bool idSoundSample::LoadWav( const idStr& filename )
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{
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// load the wave
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idWaveFile wave;
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if( !wave.Open( filename ) )
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{
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return false;
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}
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idStrStatic< MAX_OSPATH > sampleName = filename;
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sampleName.SetFileExtension( "amp" );
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LoadAmplitude( sampleName );
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const char* formatError = wave.ReadWaveFormat( format );
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if( formatError != NULL )
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{
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idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), formatError );
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MakeDefault();
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return false;
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}
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timestamp = wave.Timestamp();
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totalBufferSize = wave.SeekToChunk( 'data' );
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if( format.basic.formatTag == idWaveFile::FORMAT_PCM || format.basic.formatTag == idWaveFile::FORMAT_EXTENSIBLE )
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{
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if( format.basic.bitsPerSample != 16 )
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{
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idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), "Not a 16 bit PCM wav file" );
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MakeDefault();
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return false;
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}
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playBegin = 0;
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playLength = ( totalBufferSize ) / format.basic.blockSize;
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buffers.SetNum( 1 );
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buffers[0].bufferSize = totalBufferSize;
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buffers[0].numSamples = playLength;
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buffers[0].buffer = AllocBuffer( totalBufferSize, GetName() );
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wave.Read( buffers[0].buffer, totalBufferSize );
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if( format.basic.bitsPerSample == 16 )
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{
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idSwap::LittleArray( ( short* )buffers[0].buffer, totalBufferSize / sizeof( short ) );
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}
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buffers[0].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[0].buffer );
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}
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else if( format.basic.formatTag == idWaveFile::FORMAT_ADPCM )
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{
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playBegin = 0;
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playLength = ( ( totalBufferSize / format.basic.blockSize ) * format.extra.adpcm.samplesPerBlock );
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buffers.SetNum( 1 );
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buffers[0].bufferSize = totalBufferSize;
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buffers[0].numSamples = playLength;
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buffers[0].buffer = AllocBuffer( totalBufferSize, GetName() );
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wave.Read( buffers[0].buffer, totalBufferSize );
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buffers[0].buffer = GPU_CONVERT_CPU_TO_CPU_CACHED_READONLY_ADDRESS( buffers[0].buffer );
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}
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else if( format.basic.formatTag == idWaveFile::FORMAT_XMA2 )
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{
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if( format.extra.xma2.blockCount == 0 )
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{
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idLib::Warning( "LoadWav( %s ) : %s", filename.c_str(), "No data blocks in file" );
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MakeDefault();
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return false;
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}
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int bytesPerBlock = format.extra.xma2.bytesPerBlock;
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assert( format.extra.xma2.blockCount == ALIGN( totalBufferSize, bytesPerBlock ) / bytesPerBlock );
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assert( format.extra.xma2.blockCount * bytesPerBlock >= totalBufferSize );
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assert( format.extra.xma2.blockCount * bytesPerBlock < totalBufferSize + bytesPerBlock );
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buffers.SetNum( format.extra.xma2.blockCount );
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for( int i = 0; i < buffers.Num(); i++ )
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{
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if( i == buffers.Num() - 1 )
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{
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buffers[i].bufferSize = totalBufferSize - ( i * bytesPerBlock );
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}
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else
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{
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buffers[i].bufferSize = bytesPerBlock;
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}
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buffers[i].buffer = AllocBuffer( buffers[i].bufferSize, GetName() );
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wave.Read( buffers[i].buffer, buffers[i].bufferSize );
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||||
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
217
neo/sound/stub/SoundStub.h
Normal 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_ */
|
Loading…
Reference in a new issue