mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
265 lines
6.1 KiB
C++
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_ */
|