mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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224 lines
5.4 KiB
C++
224 lines
5.4 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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Copyright (C) 2013 Robert Beckebans
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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 __AL_SOUNDSAMPLE_H__
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#define __AL_SOUNDSAMPLE_H__
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/*
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================================================
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idSoundSample_OpenAL
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================================================
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*/
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class idSampleInfo;
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class idSoundSample_OpenAL
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{
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public:
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idSoundSample_OpenAL();
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// Loads and initializes the resource based on the name.
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virtual void LoadResource();
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void SetName( const char* n )
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{
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name = n;
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}
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const char* GetName() const
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{
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return name;
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}
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ID_TIME_T GetTimestamp() const
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{
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return timestamp;
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}
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// turns it into a beep
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void MakeDefault();
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// frees all data
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void FreeData();
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int LengthInMsec() const
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{
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return SamplesToMsec( NumSamples(), SampleRate() );
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}
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int SampleRate() const
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{
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return format.basic.samplesPerSec;
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}
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int NumSamples() const
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{
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return playLength;
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}
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int NumChannels() const
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{
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return format.basic.numChannels;
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}
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int BufferSize() const
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{
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return totalBufferSize;
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}
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bool IsCompressed() const
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{
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return ( format.basic.formatTag != idWaveFile::FORMAT_PCM );
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}
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bool IsDefault() const
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{
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return timestamp == FILE_NOT_FOUND_TIMESTAMP;
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}
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bool IsLoaded() const
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{
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return loaded;
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}
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void SetNeverPurge()
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{
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neverPurge = true;
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}
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bool GetNeverPurge() const
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{
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return neverPurge;
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}
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void SetLevelLoadReferenced()
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{
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levelLoadReferenced = true;
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}
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void ResetLevelLoadReferenced()
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{
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levelLoadReferenced = false;
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}
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bool GetLevelLoadReferenced() const
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{
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return levelLoadReferenced;
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}
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int GetLastPlayedTime() const
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{
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return lastPlayedTime;
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}
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void SetLastPlayedTime( int t )
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{
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lastPlayedTime = t;
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}
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float GetAmplitude( int timeMS ) const;
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#if 0 //defined(AL_SOFT_buffer_samples)
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const char* OpenALSoftChannelsName( ALenum chans ) const;
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const char* OpenALSoftTypeName( ALenum type ) const;
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ALsizei FramesToBytes( ALsizei size, ALenum channels, ALenum type ) const;
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ALsizei BytesToFrames( ALsizei size, ALenum channels, ALenum type ) const;
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/* Retrieves a compatible buffer format given the channel configuration and
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* sample type. If an alIsBufferFormatSupportedSOFT-compatible function is
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* provided, it will be called to find the closest-matching format from
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* AL_SOFT_buffer_samples. Returns AL_NONE (0) if no supported format can be
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* found. */
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ALenum GetOpenALSoftFormat( ALenum channels, ALenum type ) const;
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#endif
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ALenum GetOpenALBufferFormat() const;
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void CreateOpenALBuffer();
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protected:
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friend class idSoundHardware_OpenAL;
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friend class idSoundVoice_OpenAL;
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~idSoundSample_OpenAL();
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bool LoadWav( const idStr& name );
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bool LoadAmplitude( const idStr& name );
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void WriteAllSamples( const idStr& sampleName );
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bool LoadGeneratedSample( const idStr& name );
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void WriteGeneratedSample( idFile* fileOut );
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struct MS_ADPCM_decodeState_t
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{
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uint8 hPredictor;
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int16 coef1;
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int16 coef2;
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uint16 iDelta;
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int16 iSamp1;
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int16 iSamp2;
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};
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int32 MS_ADPCM_nibble( MS_ADPCM_decodeState_t* state, int8 nybble );
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int MS_ADPCM_decode( uint8** audio_buf, uint32* audio_len );
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struct sampleBuffer_t
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{
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void* buffer;
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int bufferSize;
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int numSamples;
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};
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idStr name;
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ID_TIME_T timestamp;
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bool loaded;
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bool neverPurge;
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bool levelLoadReferenced;
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bool usesMapHeap;
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uint32 lastPlayedTime;
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int totalBufferSize; // total size of all the buffers
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idList<sampleBuffer_t, TAG_AUDIO> buffers;
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// OpenAL buffer that contains all buffers
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ALuint openalBuffer;
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int playBegin;
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int playLength;
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idWaveFile::waveFmt_t format;
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idList<byte, TAG_AMPLITUDE> amplitude;
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};
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/*
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================================================
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idSoundSample
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This reverse-inheritance purportedly makes working on
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multiple platforms easier.
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================================================
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*/
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class idSoundSample : public idSoundSample_OpenAL
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{
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public:
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};
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#endif
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