doom3-bfg/neo/sound/SoundVoice.h
2012-11-26 12:58:24 -06:00

101 lines
4 KiB
C++

/*
===========================================================================
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 <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.
===========================================================================
*/
#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