/* =========================================================================== 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 . 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. =========================================================================== */ #ifndef __SND_LOCAL_H__ #define __SND_LOCAL_H__ #include "WaveFile.h" // Maximum number of voices we can have allocated #define MAX_HARDWARE_VOICES 48 // A single voice can play multiple channels (up to 5.1, but most commonly stereo) // This is the maximum number of channels which can play simultaneously // This is limited primarily by seeking on the optical drive, secondarily by memory consumption, and tertiarily by CPU time spent mixing #define MAX_HARDWARE_CHANNELS 64 // We may need up to 3 buffers for each hardware voice if they are all long sounds #define MAX_SOUND_BUFFERS ( MAX_HARDWARE_VOICES * 3 ) // Maximum number of channels in a sound sample #define MAX_CHANNELS_PER_VOICE 8 /* ======================== MsecToSamples SamplesToMsec ======================== */ ID_INLINE_EXTERN uint32 MsecToSamples( uint32 msec, uint32 sampleRate ) { return ( msec * ( sampleRate / 100 ) ) / 10; } ID_INLINE_EXTERN uint32 SamplesToMsec( uint32 samples, uint32 sampleRate ) { return sampleRate < 100 ? 0 : ( samples * 10 ) / ( sampleRate / 100 ); } /* ======================== DBtoLinear LinearToDB ======================== */ ID_INLINE_EXTERN float DBtoLinear( float db ) { return idMath::Pow( 2.0f, db * ( 1.0f / 6.0f ) ); } ID_INLINE_EXTERN float LinearToDB( float linear ) { return ( linear > 0.0f ) ? ( idMath::Log( linear ) * ( 6.0f / 0.693147181f ) ) : -999.0f; } // demo sound commands typedef enum { SCMD_STATE, // followed by a load game state SCMD_PLACE_LISTENER, SCMD_ALLOC_EMITTER, SCMD_FREE, SCMD_UPDATE, SCMD_START, SCMD_MODIFY, SCMD_STOP, SCMD_FADE } soundDemoCommand_t; #include "SoundVoice.h" #define OPERATION_SET 1 #include #include #include #include #include #include "XAudio2/XA2_SoundSample.h" #include "XAudio2/XA2_SoundVoice.h" #include "XAudio2/XA2_SoundHardware.h" //------------------------ // Listener data //------------------------ struct listener_t { idMat3 axis; // orientation of the listener idVec3 pos; // position in meters int id; // the entity number, used to detect when a sound is local int area; // area number the listener is in }; class idSoundFade { public: int fadeStartTime; int fadeEndTime; float fadeStartVolume; float fadeEndVolume; public: idSoundFade() { Clear(); } void Clear(); void SetVolume( float to ); void Fade( float to, int length, int soundTime ); float GetVolume( int soundTime ) const; }; /* ================================================ idSoundChannel ================================================ */ class idSoundChannel { public: bool CanMute() const; void Mute(); bool CheckForCompletion( int currentTime ); void UpdateVolume( int currentTime ); void UpdateHardware( float volumeAdd, int currentTime ); // returns true if this channel is marked as looping bool IsLooping() const; class idSoundEmitterLocal * emitter; int startTime; int endTime; int logicalChannel; bool allowSlow; soundShaderParms_t parms; // combines shader parms and per-channel overrides const idSoundShader * soundShader; idSoundSample * leadinSample; idSoundSample * loopingSample; idSoundFade volumeFade; float volumeDB; // last volume at which this channel will play (calculated in UpdateVolume) float currentAmplitude; // current amplitude on the hardware voice // hardwareVoice will be freed and NULL'd when a sound is out of range, // and reallocated when it comes back in range idSoundVoice * hardwareVoice; // only allocated by the soundWorld block allocator idSoundChannel(); ~idSoundChannel(); }; // Maximum number of SoundChannels for a single SoundEmitter. // This is probably excessive... const int MAX_CHANNELS_PER_EMITTER = 16; /* =================================================================================== idSoundWorldLocal =================================================================================== */ class idSoundWorldLocal : public idSoundWorld { public: idSoundWorldLocal(); virtual ~idSoundWorldLocal(); //------------------------ // Functions from idSoundWorld, implemented in SoundWorld.cpp //------------------------ // Called at map start virtual void ClearAllSoundEmitters(); // stop all playing sounds virtual void StopAllSounds(); // get a new emitter that can play sounds in this world virtual idSoundEmitter *AllocSoundEmitter(); // for load games virtual idSoundEmitter *EmitterForIndex( int index ); // query data from all emitters in the world virtual float CurrentShakeAmplitude(); // where is the camera virtual void PlaceListener( const idVec3 &origin, const idMat3 &axis, const int listenerId ); // fade all sounds in the world with a given shader soundClass // to is in Db, over is in seconds virtual void FadeSoundClasses( const int soundClass, const float to, const float over ); // dumps the current state and begins archiving commands virtual void StartWritingDemo( idDemoFile *demo ); virtual void StopWritingDemo(); // read a sound command from a demo file virtual void ProcessDemoCommand( idDemoFile *readDemo ); // menu sounds virtual int PlayShaderDirectly( const char *name, int channel = -1 ); virtual void Skip( int time ); virtual void Pause(); virtual void UnPause(); virtual bool IsPaused() { return isPaused; } virtual int GetSoundTime(); // avidump virtual void AVIOpen( const char *path, const char *name ); virtual void AVIClose(); // SaveGame Support virtual void WriteToSaveGame( idFile *savefile ); virtual void ReadFromSaveGame( idFile *savefile ); virtual void SetSlowmoSpeed( float speed ); virtual void SetEnviroSuit( bool active ); //======================================= //------------------------ // Random stuff that's not exposed outside the sound system //------------------------ void Update(); void OnReloadSound( const idDecl *decl ); idSoundChannel * AllocSoundChannel(); void FreeSoundChannel( idSoundChannel * ); public: // even though all these variables are public, nobody outside the sound system includes SoundWorld_local.h // so this is equivalent to making it private and friending all the other classes in the sound system idSoundFade volumeFade; // master volume knob for the entire world idSoundFade soundClassFade[SOUND_MAX_CLASSES]; idRenderWorld * renderWorld; // for debug visualization and light amplitude sampling idDemoFile * writeDemo; // if not NULL, archive commands here float currentCushionDB; // channels at or below this level will be faded to 0 float shakeAmp; // last calculated shake amplitude listener_t listener; idList emitters; idSoundEmitter * localSound; // for PlayShaderDirectly() idBlockAlloc emitterAllocator; idBlockAlloc channelAllocator; idSoundFade pauseFade; int pausedTime; int accumulatedPauseTime; bool isPaused; float slowmoSpeed; bool enviroSuitActive; public: struct soundPortalTrace_t { int portalArea; const soundPortalTrace_t * prevStack; }; void ResolveOrigin( const int stackDepth, const soundPortalTrace_t * prevStack, const int soundArea, const float dist, const idVec3 & soundOrigin, idSoundEmitterLocal * def ); }; /* ================================================ idSoundEmitterLocal ================================================ */ class idSoundEmitterLocal : public idSoundEmitter { public: virtual void Free( bool immediate ); virtual void Reset(); virtual void UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ); virtual int StartSound( const idSoundShader *shader, const s_channelType channel, float diversity = 0, int shaderFlags = 0, bool allowSlow = true ); virtual void ModifySound( const s_channelType channel, const soundShaderParms_t *parms ); virtual void StopSound( const s_channelType channel ); virtual void FadeSound( const s_channelType channel, float to, float over ); virtual bool CurrentlyPlaying( const s_channelType channel = SCHANNEL_ANY ) const; virtual float CurrentAmplitude(); virtual int Index() const; //---------------------------------------------- void Init( int i, idSoundWorldLocal * sw ); // Returns true if the emitter should be freed. bool CheckForCompletion( int currentTime ); void OverrideParms( const soundShaderParms_t * base, const soundShaderParms_t * over, soundShaderParms_t * out ); void Update( int currentTime ); void OnReloadSound( const idDecl *decl ); //---------------------------------------------- idSoundWorldLocal * soundWorld; // the world that holds this emitter int index; // in world emitter list bool canFree; // if true, this emitter can be canFree (once channels.Num() == 0) // a single soundEmitter can have many channels playing from the same point idStaticList channels; //----- set by UpdateEmitter ----- idVec3 origin; soundShaderParms_t parms; int emitterId; // sounds will be full volume when emitterId == listenerId //----- set by Update ----- int lastValidPortalArea; float directDistance; float spatializedDistance; idVec3 spatializedOrigin; // sound emitters are only allocated by the soundWorld block allocator idSoundEmitterLocal(); virtual ~idSoundEmitterLocal(); }; /* =================================================================================== idSoundSystemLocal =================================================================================== */ class idSoundSystemLocal : public idSoundSystem { public: // all non-hardware initialization virtual void Init(); // shutdown routine virtual void Shutdown(); virtual idSoundWorld * AllocSoundWorld( idRenderWorld *rw ); virtual void FreeSoundWorld( idSoundWorld *sw ); // specifying NULL will cause silence to be played virtual void SetPlayingSoundWorld( idSoundWorld *soundWorld ); // some tools, like the sound dialog, may be used in both the game and the editor // This can return NULL, so check! virtual idSoundWorld * GetPlayingSoundWorld(); // sends the current playing sound world information to the sound hardware virtual void Render(); // Mutes the SSG_MUSIC group virtual void MuteBackgroundMusic( bool mute ) { musicMuted = mute; } // sets the final output volume to 0 // This should only be used when the app is deactivated // Since otherwise there will be problems with different subsystems muting and unmuting at different times virtual void SetMute( bool mute ) { muted = mute; } virtual bool IsMuted() { return muted; } virtual void OnReloadSound( const idDecl * sound ); virtual void StopAllSounds(); virtual void InitStreamBuffers(); virtual void FreeStreamBuffers(); virtual void * GetIXAudio2() const; // for the sound level meter window virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ); // Free all sounds loaded during the last map load virtual void BeginLevelLoad(); // We might want to defer the loading of new sounds to this point virtual void EndLevelLoad(); // prints memory info virtual void PrintMemInfo( MemInfo_t *mi ); //------------------------- // Before a sound is reloaded, any active voices using it must // be stopped. Returns true if any were playing, and should be // restarted after the sound is reloaded. void StopVoicesWithSample( const idSoundSample * const sample ); void Restart(); void SetNeedsRestart() { needsRestart = true; } int SoundTime() const; // may return NULL if there are no more voices left idSoundVoice * AllocateVoice( const idSoundSample * leadinSample, const idSoundSample * loopingSample ); void FreeVoice( idSoundVoice * ); idSoundSample * LoadSample( const char * name ); virtual void Preload( idPreloadManifest & preload ); struct bufferContext_t { bufferContext_t() : voice( NULL ), sample( NULL ), bufferNumber( 0 ) { } idSoundVoice_XAudio2 * voice; idSoundSample_XAudio2 * sample; int bufferNumber; }; // Get a stream buffer from the free pool, returns NULL if none are available bufferContext_t * ObtainStreamBufferContext(); void ReleaseStreamBufferContext( bufferContext_t * p ); idSysMutex streamBufferMutex; idStaticList< bufferContext_t *, MAX_SOUND_BUFFERS > freeStreamBufferContexts; idStaticList< bufferContext_t *, MAX_SOUND_BUFFERS > activeStreamBufferContexts; idStaticList< bufferContext_t, MAX_SOUND_BUFFERS > bufferContexts; idSoundWorldLocal * currentSoundWorld; idStaticList soundWorlds; idList samples; idHashIndex sampleHash; idSoundHardware hardware; idRandom2 random; int soundTime; bool muted; bool musicMuted; bool needsRestart; bool insideLevelLoad; //------------------------- idSoundSystemLocal() : soundTime( 0 ), currentSoundWorld( NULL ), muted( false ), musicMuted( false ), needsRestart( false ) {} }; extern idSoundSystemLocal soundSystemLocal; #endif /* !__SND_LOCAL_H__ */