/* =========================================================================== 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 __XA2_SOUNDVOICE_H__ #define __XA2_SOUNDVOICE_H__ static const int MAX_QUEUED_BUFFERS = 3; /* ================================================ idSoundVoice_XAudio2 ================================================ */ class idSoundVoice_XAudio2 : public idSoundVoice_Base { public: idSoundVoice_XAudio2(); ~idSoundVoice_XAudio2(); void Create( const idSoundSample* leadinSample, const idSoundSample* loopingSample ); // Start playing at a particular point in the buffer. Does an Update() too void Start( int offsetMS, int ssFlags ); // Stop playing. void Stop(); // Stop consuming buffers void Pause(); // Start consuming buffers again void UnPause(); // Sends new position/volume/pitch information to the hardware bool Update(); // returns the RMS levels of the most recently processed block of audio, SSF_FLICKER must have been passed to Start float GetAmplitude(); // returns true if we can re-use this voice bool CompatibleFormat( idSoundSample_XAudio2* s ); uint32 GetSampleRate() const { return sampleRate; } // callback function void OnBufferStart( idSoundSample_XAudio2* sample, int bufferNumber ); private: friend class idSoundHardware_XAudio2; // Returns true when all the buffers are finished processing bool IsPlaying(); // Called after the voice has been stopped void FlushSourceBuffers(); // Destroy the internal hardware resource void DestroyInternal(); // Helper function used by the initial start as well as for looping a streamed buffer int RestartAt( int offsetSamples ); // Helper function to submit a buffer int SubmitBuffer( idSoundSample_XAudio2* sample, int bufferNumber, int offset ); // Adjust the voice frequency based on the new sample rate for the buffer void SetSampleRate( uint32 newSampleRate, uint32 operationSet ); IXAudio2SourceVoice* pSourceVoice; idSoundSample_XAudio2* leadinSample; idSoundSample_XAudio2* loopingSample; // These are the fields from the sample format that matter to us for voice reuse uint16 formatTag; uint16 numChannels; uint32 sourceVoiceRate; uint32 sampleRate; bool hasVUMeter; bool paused; }; /* ================================================ idSoundVoice ================================================ */ class idSoundVoice : public idSoundVoice_XAudio2 { }; #endif