doom3-bfg/neo/sound/stub/SoundStub.h
Robert Beckebans afaf66ef40 Formatted code
2012-12-04 12:11:14 +01:00

265 lines
6.1 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2012 Daniel Gibson
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 <http://www.gnu.org/licenses/>.
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.
===========================================================================
*/
/*
* DG: a stub to get d3 bfg to compile without XAudio2, because that doesn't work with MinGW
* or on non-Windows platforms.
*
* Please note that many methods are *not* virtual, so just inheriting from the stubs for the
* actual implementations may *not* work!
* (Making them virtual should be evaluated for performance-loss though, it would make the code
* cleaner and may be feasible)
*/
#ifndef SOUNDSTUB_H_
#define SOUNDSTUB_H_
#include "idlib/precompiled.h" // TIME_T
#include "../WaveFile.h"
class idSoundVoice : public idSoundVoice_Base
{
public:
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()
{
return false;
}
// returns the RMS levels of the most recently processed block of audio, SSF_FLICKER must have been passed to Start
float GetAmplitude()
{
return 0.0f;
}
// returns true if we can re-use this voice
bool CompatibleFormat( idSoundSample* s )
{
return false;
}
uint32 GetSampleRate() const
{
return 0;
}
// callback function
void OnBufferStart( idSoundSample* sample, int bufferNumber ) {}
};
class idSoundHardware
{
public:
idSoundHardware() {}
void Init() {}
void Shutdown() {}
void Update() {}
// FIXME: this is a bad name when having multiple sound backends... and maybe it's not even needed
void* GetIXAudio2() const // NOTE: originally this returned IXAudio2*, but that was casted to void later anyway
{
return NULL;
}
idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample )
{
return NULL;
}
void FreeVoice( idSoundVoice* voice ) {}
int GetNumZombieVoices() const
{
return 0;
}
int GetNumFreeVoices() const
{
return 0;
}
};
// ok, this one isn't really a stub, because it seems to be XAudio-independent,
// I just copied the class from idSoundSample_XAudio2 and renamed it
class idSoundSample
{
public:
idSoundSample();
~idSoundSample(); // destructor should be public so lists of soundsamples can be destroyed etc
// Loads and initializes the resource based on the name.
virtual void LoadResource();
void SetName( const char* n )
{
name = n;
}
const char* GetName() const
{
return name;
}
ID_TIME_T GetTimestamp() const
{
return timestamp;
}
// turns it into a beep
void MakeDefault();
// frees all data
void FreeData();
int LengthInMsec() const
{
return SamplesToMsec( NumSamples(), SampleRate() );
}
int SampleRate() const
{
return format.basic.samplesPerSec;
}
int NumSamples() const
{
return playLength;
}
int NumChannels() const
{
return format.basic.numChannels;
}
int BufferSize() const
{
return totalBufferSize;
}
bool IsCompressed() const
{
return ( format.basic.formatTag != idWaveFile::FORMAT_PCM );
}
bool IsDefault() const
{
return timestamp == FILE_NOT_FOUND_TIMESTAMP;
}
bool IsLoaded() const
{
return loaded;
}
void SetNeverPurge()
{
neverPurge = true;
}
bool GetNeverPurge() const
{
return neverPurge;
}
void SetLevelLoadReferenced()
{
levelLoadReferenced = true;
}
void ResetLevelLoadReferenced()
{
levelLoadReferenced = false;
}
bool GetLevelLoadReferenced() const
{
return levelLoadReferenced;
}
int GetLastPlayedTime() const
{
return lastPlayedTime;
}
void SetLastPlayedTime( int t )
{
lastPlayedTime = t;
}
float GetAmplitude( int timeMS ) const;
protected:
/*
friend class idSoundHardware_XAudio2;
friend class idSoundVoice_XAudio2;
*/
bool LoadWav( const idStr& name );
bool LoadAmplitude( const idStr& name );
void WriteAllSamples( const idStr& sampleName );
bool LoadGeneratedSample( const idStr& name );
void WriteGeneratedSample( idFile* fileOut );
struct sampleBuffer_t
{
void* buffer;
int bufferSize;
int numSamples;
};
idStr name;
ID_TIME_T timestamp;
bool loaded;
bool neverPurge;
bool levelLoadReferenced;
bool usesMapHeap;
uint32 lastPlayedTime;
int totalBufferSize; // total size of all the buffers
idList<sampleBuffer_t, TAG_AUDIO> buffers;
int playBegin;
int playLength;
idWaveFile::waveFmt_t format;
idList<byte, TAG_AMPLITUDE> amplitude;
};
#endif /* SOUNDSTUB_H_ */