/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. Copyright (C) 2013 Robert Beckebans 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 __AL_SOUNDHARDWARE_H__ #define __AL_SOUNDHARDWARE_H__ class idSoundSample_OpenAL; class idSoundVoice_OpenAL; class idSoundHardware_OpenAL; /* ================================================ idSoundHardware_OpenAL ================================================ */ class idSoundHardware_OpenAL { public: idSoundHardware_OpenAL(); void Init(); void Shutdown(); void Update(); idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample ); void FreeVoice( idSoundVoice* voice ); // listDevices needs this ALCdevice* GetOpenALDevice() const { return openalDevice; }; int GetNumZombieVoices() const { return zombieVoices.Num(); } int GetNumFreeVoices() const { return freeVoices.Num(); } // OpenAL info static void PrintDeviceList( const char* list ); static void PrintALCInfo( ALCdevice* device ); static void PrintALInfo(); protected: friend class idSoundSample_OpenAL; friend class idSoundVoice_OpenAL; private: /* IXAudio2* pXAudio2; IXAudio2MasteringVoice* pMasterVoice; IXAudio2SubmixVoice* pSubmixVoice; idSoundEngineCallback soundEngineCallback; */ ALCdevice* openalDevice; ALCcontext* openalContext; int lastResetTime; //int outputChannels; //int channelMask; //idDebugGraph* vuMeterRMS; //idDebugGraph* vuMeterPeak; //int vuMeterPeakTimes[ 8 ]; // Can't stop and start a voice on the same frame, so we have to double this to handle the worst case scenario of stopping all voices and starting a full new set idStaticList voices; idStaticList zombieVoices; idStaticList freeVoices; }; /* ================================================ idSoundHardware ================================================ */ class idSoundHardware : public idSoundHardware_OpenAL { }; #endif