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https://github.com/id-Software/DOOM-3-BFG.git
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335 lines
13 KiB
C++
335 lines
13 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 __SOUND__
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#define __SOUND__
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/*
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===============================================================================
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SOUND SHADER DECL
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===============================================================================
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*/
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// unfortunately, our minDistance / maxDistance is specified in meters, and
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// we have far too many of them to change at this time.
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const float DOOM_TO_METERS = 0.0254f; // doom to meters
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const float METERS_TO_DOOM = (1.0f/DOOM_TO_METERS); // meters to doom
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const float DB_SILENCE = -60.0f;
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class idSoundSample;
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// sound shader flags
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static const int SSF_PRIVATE_SOUND = BIT(0); // only plays for the current listenerId
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static const int SSF_ANTI_PRIVATE_SOUND =BIT(1); // plays for everyone but the current listenerId
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static const int SSF_NO_OCCLUSION = BIT(2); // don't flow through portals, only use straight line
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static const int SSF_GLOBAL = BIT(3); // play full volume to all speakers and all listeners
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static const int SSF_OMNIDIRECTIONAL = BIT(4); // fall off with distance, but play same volume in all speakers
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static const int SSF_LOOPING = BIT(5); // repeat the sound continuously
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static const int SSF_PLAY_ONCE = BIT(6); // never restart if already playing on any channel of a given emitter
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static const int SSF_UNCLAMPED = BIT(7); // don't clamp calculated volumes at 1.0
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static const int SSF_NO_FLICKER = BIT(8); // always return 1.0 for volume queries
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static const int SSF_NO_DUPS = BIT(9); // try not to play the same sound twice in a row
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static const int SSF_VO = BIT(10);// VO - direct a portion of the sound through the center channel (set automatically on shaders that contain files that start with "sound/vo/")
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static const int SSF_MUSIC = BIT(11);// Music - Muted when the player is playing his own music
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// these options can be overriden from sound shader defaults on a per-emitter and per-channel basis
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typedef struct {
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float minDistance;
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float maxDistance;
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float volume; // in dB. Negative values get quieter
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float shakes;
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int soundShaderFlags; // SSF_* bit flags
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int soundClass; // for global fading of sounds
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} soundShaderParms_t;
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// sound classes are used to fade most sounds down inside cinematics, leaving dialog
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// flagged with a non-zero class full volume
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const int SOUND_MAX_CLASSES = 4;
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// it is somewhat tempting to make this a virtual class to hide the private
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// details here, but that doesn't fit easily with the decl manager at the moment.
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class idSoundShader : public idDecl {
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public:
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idSoundShader();
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virtual ~idSoundShader();
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virtual size_t Size() const;
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virtual bool SetDefaultText();
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virtual const char * DefaultDefinition() const;
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virtual bool Parse( const char *text, const int textLength, bool allowBinaryVersion );
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virtual void FreeData();
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virtual void List() const;
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// so the editor can draw correct default sound spheres
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// this is currently defined as meters, which sucks, IMHO.
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virtual float GetMinDistance() const; // FIXME: replace this with a GetSoundShaderParms()
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virtual float GetMaxDistance() const;
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// returns NULL if an AltSound isn't defined in the shader.
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// we use this for pairing a specific broken light sound with a normal light sound
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virtual const idSoundShader *GetAltSound() const;
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virtual bool HasDefaultSound() const;
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virtual const soundShaderParms_t *GetParms() const;
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virtual int GetNumSounds() const;
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virtual const char * GetSound( int index ) const;
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private:
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friend class idSoundWorldLocal;
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friend class idSoundEmitterLocal;
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friend class idSoundChannel;
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// options from sound shader text
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soundShaderParms_t parms; // can be overriden on a per-channel basis
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int speakerMask;
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const idSoundShader * altSound;
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bool leadin; // true if this sound has a leadin
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float leadinVolume; // allows light breaking leadin sounds to be much louder than the broken loop
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idList<idSoundSample *, TAG_AUDIO> entries;
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private:
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void Init();
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bool ParseShader( idLexer &src );
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};
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/*
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===============================================================================
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SOUND EMITTER
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===============================================================================
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*/
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// sound channels
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static const int SCHANNEL_ANY = 0; // used in queries and commands to effect every channel at once, in
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// startSound to have it not override any other channel
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static const int SCHANNEL_ONE = 1; // any following integer can be used as a channel number
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typedef int s_channelType; // the game uses its own series of enums, and we don't want to require casts
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class idSoundEmitter {
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public:
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virtual ~idSoundEmitter() {}
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// a non-immediate free will let all currently playing sounds complete
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// soundEmitters are not actually deleted, they are just marked as
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// reusable by the soundWorld
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virtual void Free( bool immediate ) = 0;
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// the parms specified will be the default overrides for all sounds started on this emitter.
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// NULL is acceptable for parms
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virtual void UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ) = 0;
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// returns the length of the started sound in msec
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virtual int StartSound( const idSoundShader *shader, const s_channelType channel, float diversity = 0, int shaderFlags = 0, bool allowSlow = true ) = 0;
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// pass SCHANNEL_ANY to effect all channels
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virtual void ModifySound( const s_channelType channel, const soundShaderParms_t *parms ) = 0;
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virtual void StopSound( const s_channelType channel ) = 0;
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// to is in Db, over is in seconds
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virtual void FadeSound( const s_channelType channel, float to, float over ) = 0;
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// returns true if there are any sounds playing from this emitter. There is some conservative
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// slop at the end to remove inconsistent race conditions with the sound thread updates.
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// FIXME: network game: on a dedicated server, this will always be false
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virtual bool CurrentlyPlaying( const s_channelType channel = SCHANNEL_ANY ) const = 0;
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// returns a 0.0 to 1.0 value based on the current sound amplitude, allowing
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// graphic effects to be modified in time with the audio.
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// just samples the raw wav file, it doesn't account for volume overrides in the
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virtual float CurrentAmplitude() = 0;
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// for save games. Index will always be > 0
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virtual int Index() const = 0;
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};
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/*
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===============================================================================
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SOUND WORLD
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There can be multiple independent sound worlds, just as there can be multiple
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independent render worlds. The prime example is the editor sound preview
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option existing simultaniously with a live game.
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===============================================================================
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*/
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class idSoundWorld {
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public:
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virtual ~idSoundWorld() {}
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// call at each map start
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virtual void ClearAllSoundEmitters() = 0;
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virtual void StopAllSounds() = 0;
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// get a new emitter that can play sounds in this world
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virtual idSoundEmitter *AllocSoundEmitter() = 0;
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// for load games, index 0 will return NULL
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virtual idSoundEmitter *EmitterForIndex( int index ) = 0;
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// query sound samples from all emitters reaching a given listener
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virtual float CurrentShakeAmplitude() = 0;
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// where is the camera/microphone
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// listenerId allows listener-private and antiPrivate sounds to be filtered
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virtual void PlaceListener( const idVec3 &origin, const idMat3 &axis, const int listenerId ) = 0;
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// fade all sounds in the world with a given shader soundClass
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// to is in Db, over is in seconds
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virtual void FadeSoundClasses( const int soundClass, const float to, const float over ) = 0;
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// menu sounds
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virtual int PlayShaderDirectly( const char * name, int channel = -1 ) = 0;
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// dumps the current state and begins archiving commands
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virtual void StartWritingDemo( idDemoFile *demo ) = 0;
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virtual void StopWritingDemo() = 0;
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// read a sound command from a demo file
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virtual void ProcessDemoCommand( idDemoFile *demo ) = 0;
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// when cinematics are skipped, we need to advance sound time this much
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virtual void Skip( int time ) = 0;
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// pause and unpause the sound world
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virtual void Pause() = 0;
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virtual void UnPause() = 0;
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virtual bool IsPaused() = 0;
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// Write the sound output to multiple wav files. Note that this does not use the
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// work done by AsyncUpdate, it mixes explicitly in the foreground every PlaceOrigin(),
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// under the assumption that we are rendering out screenshots and the gameTime is going
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// much slower than real time.
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// path should not include an extension, and the generated filenames will be:
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// <path>_left.raw, <path>_right.raw, or <path>_51left.raw, <path>_51right.raw,
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// <path>_51center.raw, <path>_51lfe.raw, <path>_51backleft.raw, <path>_51backright.raw,
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// If only two channel mixing is enabled, the left and right .raw files will also be
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// combined into a stereo .wav file.
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virtual void AVIOpen( const char *path, const char *name ) = 0;
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virtual void AVIClose() = 0;
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// SaveGame / demo Support
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virtual void WriteToSaveGame( idFile *savefile ) = 0;
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virtual void ReadFromSaveGame( idFile *savefile ) = 0;
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virtual void SetSlowmoSpeed( float speed ) = 0;
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virtual void SetEnviroSuit( bool active ) = 0;
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};
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/*
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===============================================================================
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SOUND SYSTEM
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===============================================================================
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*/
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typedef struct {
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idStr name;
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idStr format;
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int numChannels;
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int numSamplesPerSecond;
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int num44kHzSamples;
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int numBytes;
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bool looping;
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float lastVolume;
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int start44kHzTime;
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int current44kHzTime;
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} soundDecoderInfo_t;
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class idSoundSystem {
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public:
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virtual ~idSoundSystem() {}
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// All non-hardware initialization.
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virtual void Init() = 0;
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// Shutdown routine.
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virtual void Shutdown() = 0;
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// The renderWorld is used for visualization and light amplitude sampling.
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virtual idSoundWorld * AllocSoundWorld( idRenderWorld *rw ) = 0;
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virtual void FreeSoundWorld( idSoundWorld *sw ) = 0;
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// Specifying NULL will cause silence to be played.
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virtual void SetPlayingSoundWorld( idSoundWorld *soundWorld ) = 0;
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// Some tools, like the sound dialog, may be used in both the game and the editor
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// This can return NULL, so check!
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virtual idSoundWorld * GetPlayingSoundWorld() = 0;
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// Sends the current playing sound world information to the sound hardware.
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virtual void Render() = 0;
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virtual void MuteBackgroundMusic( bool mute ) = 0;
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// Sets the final output volume to 0.
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virtual void SetMute( bool mute ) = 0;
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virtual bool IsMuted() = 0;
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// Called by the decl system when a sound decl is reloaded
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virtual void OnReloadSound( const idDecl* sound ) = 0;
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// Called before freeing any sound sample resources
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virtual void StopAllSounds() = 0;
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// May be called to free memory for level loads
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virtual void InitStreamBuffers() = 0;
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virtual void FreeStreamBuffers() = 0;
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// video playback needs to get this
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virtual void * GetIXAudio2() const = 0;
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// for the sound level meter window
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virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ) = 0;
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// Free all sounds loaded during the last map load
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virtual void BeginLevelLoad() = 0;
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// Load all sounds marked as used this level
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virtual void EndLevelLoad() = 0;
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virtual void Preload( idPreloadManifest & preload ) = 0;
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// prints memory info
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virtual void PrintMemInfo( MemInfo_t *mi ) = 0;
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};
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extern idSoundSystem *soundSystem;
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#endif /* !__SOUND__ */
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