mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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265 lines
6.1 KiB
C++
265 lines
6.1 KiB
C++
/*
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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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Copyright (C) 2012 Daniel Gibson
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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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/*
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* DG: a stub to get d3 bfg to compile without XAudio2, because that doesn't work with MinGW
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* or on non-Windows platforms.
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*
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* Please note that many methods are *not* virtual, so just inheriting from the stubs for the
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* actual implementations may *not* work!
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* (Making them virtual should be evaluated for performance-loss though, it would make the code
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* cleaner and may be feasible)
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*/
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#ifndef SOUNDSTUB_H_
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#define SOUNDSTUB_H_
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#include "idlib/precompiled.h" // TIME_T
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#include "../WaveFile.h"
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class idSoundVoice : public idSoundVoice_Base
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{
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public:
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void Create( const idSoundSample* leadinSample, const idSoundSample* loopingSample ) {}
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// Start playing at a particular point in the buffer. Does an Update() too
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void Start( int offsetMS, int ssFlags ) {}
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// Stop playing.
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void Stop() {}
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// Stop consuming buffers
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void Pause() {}
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// Start consuming buffers again
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void UnPause() {}
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// Sends new position/volume/pitch information to the hardware
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bool Update()
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{
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return false;
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}
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// returns the RMS levels of the most recently processed block of audio, SSF_FLICKER must have been passed to Start
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float GetAmplitude()
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{
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return 0.0f;
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}
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// returns true if we can re-use this voice
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bool CompatibleFormat( idSoundSample* s )
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{
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return false;
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}
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uint32 GetSampleRate() const
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{
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return 0;
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}
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// callback function
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void OnBufferStart( idSoundSample* sample, int bufferNumber ) {}
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};
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class idSoundHardware
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{
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public:
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idSoundHardware() {}
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void Init() {}
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void Shutdown() {}
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void Update() {}
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// FIXME: this is a bad name when having multiple sound backends... and maybe it's not even needed
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void* GetIXAudio2() const // NOTE: originally this returned IXAudio2*, but that was casted to void later anyway
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{
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return NULL;
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}
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idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample )
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{
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return NULL;
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}
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void FreeVoice( idSoundVoice* voice ) {}
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int GetNumZombieVoices() const
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{
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return 0;
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}
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int GetNumFreeVoices() const
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{
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return 0;
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}
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};
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// ok, this one isn't really a stub, because it seems to be XAudio-independent,
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// I just copied the class from idSoundSample_XAudio2 and renamed it
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class idSoundSample
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{
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public:
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idSoundSample();
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~idSoundSample(); // destructor should be public so lists of soundsamples can be destroyed etc
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// Loads and initializes the resource based on the name.
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virtual void LoadResource();
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void SetName( const char* n )
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{
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name = n;
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}
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const char* GetName() const
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{
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return name;
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}
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ID_TIME_T GetTimestamp() const
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{
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return timestamp;
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}
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// turns it into a beep
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void MakeDefault();
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// frees all data
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void FreeData();
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int LengthInMsec() const
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{
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return SamplesToMsec( NumSamples(), SampleRate() );
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}
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int SampleRate() const
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{
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return format.basic.samplesPerSec;
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}
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int NumSamples() const
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{
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return playLength;
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}
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int NumChannels() const
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{
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return format.basic.numChannels;
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}
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int BufferSize() const
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{
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return totalBufferSize;
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}
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bool IsCompressed() const
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{
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return ( format.basic.formatTag != idWaveFile::FORMAT_PCM );
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}
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bool IsDefault() const
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{
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return timestamp == FILE_NOT_FOUND_TIMESTAMP;
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}
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bool IsLoaded() const
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{
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return loaded;
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}
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void SetNeverPurge()
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{
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neverPurge = true;
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}
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bool GetNeverPurge() const
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{
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return neverPurge;
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}
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void SetLevelLoadReferenced()
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{
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levelLoadReferenced = true;
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}
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void ResetLevelLoadReferenced()
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{
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levelLoadReferenced = false;
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}
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bool GetLevelLoadReferenced() const
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{
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return levelLoadReferenced;
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}
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int GetLastPlayedTime() const
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{
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return lastPlayedTime;
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}
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void SetLastPlayedTime( int t )
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{
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lastPlayedTime = t;
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}
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float GetAmplitude( int timeMS ) const;
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protected:
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/*
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friend class idSoundHardware_XAudio2;
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friend class idSoundVoice_XAudio2;
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*/
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bool LoadWav( const idStr& name );
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bool LoadAmplitude( const idStr& name );
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void WriteAllSamples( const idStr& sampleName );
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bool LoadGeneratedSample( const idStr& name );
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void WriteGeneratedSample( idFile* fileOut );
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struct sampleBuffer_t
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{
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void* buffer;
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int bufferSize;
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int numSamples;
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};
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idStr name;
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ID_TIME_T timestamp;
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bool loaded;
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bool neverPurge;
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bool levelLoadReferenced;
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bool usesMapHeap;
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uint32 lastPlayedTime;
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int totalBufferSize; // total size of all the buffers
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idList<sampleBuffer_t, TAG_AUDIO> buffers;
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int playBegin;
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int playLength;
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idWaveFile::waveFmt_t format;
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idList<byte, TAG_AMPLITUDE> amplitude;
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};
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#endif /* SOUNDSTUB_H_ */
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