doom3-bfg/neo/sound/XAudio2/XA2_SoundVoice.h
2012-11-26 12:58:24 -06:00

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