/* =========================================================================== 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 __SOUNDVOICE_H__ #define __SOUNDVOICE_H__ /* ================================================ idSoundVoice_Base ================================================ */ class idSoundVoice_Base { public: idSoundVoice_Base(); static void InitSurround( int outputChannels, int channelMask ); void CalculateSurround( int srcChannels, float pLevelMatrix[ MAX_CHANNELS_PER_VOICE * MAX_CHANNELS_PER_VOICE ], float scale ); void SetPosition( const idVec3 & p ) { position = p; } void SetGain( float g ) { gain = g; } void SetCenterChannel( float c ) { centerChannel = c; } void SetPitch( float p ) { pitch = p; } void SetInnerRadius( float r ) { innerRadius = r; } void SetChannelMask( uint32 mask ) { channelMask = mask; } const idSoundSample * GetCurrentSample(); // Controls the low pass filter, where 0.0f = no filtering, 1.0f = full filter void SetOcclusion( float f ) { occlusion = f; } float GetGain() { return gain; } float GetPitch() { return pitch; } protected: idVec3 position; // Position of the sound relative to listener float gain; // Volume (0-1) float centerChannel; // Value (0-1) which indicates how much of this voice goes to the center channel float pitch; // Pitch multiplier float innerRadius; // Anything closer than this is omni float occlusion; // How much of this sound is occluded (0-1) uint32 channelMask; // Set to override the default channel mask // These are some setting used to do SSF_DISTANCE_BASED_STERO blending float innerSampleRangeSqr; float outerSampleRangeSqr; idList< idSoundSample *, TAG_AUDIO> samples; // These are constants which are initialized with InitSurround //------------------------------------------------------------- static idVec2 speakerPositions[idWaveFile::CHANNEL_INDEX_MAX]; // This is to figure out which speakers are "next to" this one static int speakerLeft[idWaveFile::CHANNEL_INDEX_MAX]; static int speakerRight[idWaveFile::CHANNEL_INDEX_MAX]; // Number of channels in the output hardware static int dstChannels; // Mask indicating which speakers exist in the hardware configuration static int dstMask; // dstMap maps a destination channel to a speaker // invMap maps a speaker to a destination channel static int dstCenter; static int dstLFE; static int dstMap[MAX_CHANNELS_PER_VOICE]; static int invMap[idWaveFile::CHANNEL_INDEX_MAX]; // specifies what volume to specify for each channel when a speaker is omni static float omniLevel; }; #endif