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https://github.com/id-Software/DOOM-3-BFG.git
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114 lines
3.9 KiB
C++
114 lines
3.9 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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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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#ifndef __XA2_SOUNDVOICE_H__
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#define __XA2_SOUNDVOICE_H__
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static const int MAX_QUEUED_BUFFERS = 3;
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/*
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================================================
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idSoundVoice_XAudio2
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================================================
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*/
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class idSoundVoice_XAudio2 : public idSoundVoice_Base {
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public:
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idSoundVoice_XAudio2();
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~idSoundVoice_XAudio2();
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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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// 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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// returns true if we can re-use this voice
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bool CompatibleFormat( idSoundSample_XAudio2 * s );
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uint32 GetSampleRate() const { return sampleRate; }
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// callback function
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void OnBufferStart( idSoundSample_XAudio2 * sample, int bufferNumber );
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private:
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friend class idSoundHardware_XAudio2;
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// Returns true when all the buffers are finished processing
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bool IsPlaying();
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// Called after the voice has been stopped
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void FlushSourceBuffers();
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// Destroy the internal hardware resource
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void DestroyInternal();
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// Helper function used by the initial start as well as for looping a streamed buffer
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int RestartAt( int offsetSamples );
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// Helper function to submit a buffer
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int SubmitBuffer( idSoundSample_XAudio2 * sample, int bufferNumber, int offset );
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// Adjust the voice frequency based on the new sample rate for the buffer
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void SetSampleRate( uint32 newSampleRate, uint32 operationSet );
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IXAudio2SourceVoice * pSourceVoice;
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idSoundSample_XAudio2 * leadinSample;
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idSoundSample_XAudio2 * loopingSample;
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// These are the fields from the sample format that matter to us for voice reuse
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uint16 formatTag;
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uint16 numChannels;
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uint32 sourceVoiceRate;
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uint32 sampleRate;
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bool hasVUMeter;
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bool paused;
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};
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/*
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================================================
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idSoundVoice
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================================================
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*/
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class idSoundVoice : public idSoundVoice_XAudio2 {
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};
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#endif
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