doom3-bfg/neo/sound/OpenAL/AL_SoundSample.h

224 lines
5.4 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013 Robert Beckebans
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 __AL_SOUNDSAMPLE_H__
#define __AL_SOUNDSAMPLE_H__
/*
================================================
idSoundSample_OpenAL
================================================
*/
class idSampleInfo;
class idSoundSample_OpenAL
{
public:
idSoundSample_OpenAL();
// 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;
#if 0 //defined(AL_SOFT_buffer_samples)
const char* OpenALSoftChannelsName( ALenum chans ) const;
const char* OpenALSoftTypeName( ALenum type ) const;
ALsizei FramesToBytes( ALsizei size, ALenum channels, ALenum type ) const;
ALsizei BytesToFrames( ALsizei size, ALenum channels, ALenum type ) const;
/* Retrieves a compatible buffer format given the channel configuration and
* sample type. If an alIsBufferFormatSupportedSOFT-compatible function is
* provided, it will be called to find the closest-matching format from
* AL_SOFT_buffer_samples. Returns AL_NONE (0) if no supported format can be
* found. */
ALenum GetOpenALSoftFormat( ALenum channels, ALenum type ) const;
#endif
ALenum GetOpenALBufferFormat() const;
void CreateOpenALBuffer();
protected:
friend class idSoundHardware_OpenAL;
friend class idSoundVoice_OpenAL;
~idSoundSample_OpenAL();
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 MS_ADPCM_decodeState_t
{
uint8 hPredictor;
int16 coef1;
int16 coef2;
uint16 iDelta;
int16 iSamp1;
int16 iSamp2;
};
int32 MS_ADPCM_nibble( MS_ADPCM_decodeState_t* state, int8 nybble );
int MS_ADPCM_decode( uint8** audio_buf, uint32* audio_len );
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;
// OpenAL buffer that contains all buffers
ALuint openalBuffer;
int playBegin;
int playLength;
idWaveFile::waveFmt_t format;
idList<byte, TAG_AMPLITUDE> amplitude;
};
/*
================================================
idSoundSample
This reverse-inheritance purportedly makes working on
multiple platforms easier.
================================================
*/
class idSoundSample : public idSoundSample_OpenAL
{
public:
};
#endif