mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
137 lines
4.1 KiB
C++
137 lines
4.1 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_SOUNDHARDWARE_H__
|
|
#define __AL_SOUNDHARDWARE_H__
|
|
|
|
class idSoundSample_OpenAL;
|
|
class idSoundVoice_OpenAL;
|
|
// RB
|
|
class idSoundHardware_OpenAL;
|
|
|
|
/*
|
|
================================================
|
|
idSoundEngineCallback
|
|
================================================
|
|
*/
|
|
/*
|
|
class idSoundEngineCallback : public IXAudio2EngineCallback
|
|
{
|
|
public:
|
|
idSoundHardware_OpenAL* hardware;
|
|
|
|
private:
|
|
// Called by XAudio2 just before an audio processing pass begins.
|
|
STDMETHOD_( void, OnProcessingPassStart )( THIS ) {}
|
|
|
|
// Called just after an audio processing pass ends.
|
|
STDMETHOD_( void, OnProcessingPassEnd )( THIS ) {}
|
|
|
|
// Called in the event of a critical system error which requires XAudio2
|
|
// to be closed down and restarted. The error code is given in Error.
|
|
STDMETHOD_( void, OnCriticalError )( THIS_ HRESULT Error );
|
|
};
|
|
*/
|
|
|
|
/*
|
|
================================================
|
|
idSoundHardware_OpenAL
|
|
================================================
|
|
*/
|
|
|
|
class idSoundHardware_OpenAL
|
|
{
|
|
public:
|
|
idSoundHardware_OpenAL();
|
|
|
|
void Init();
|
|
void Shutdown();
|
|
|
|
void Update();
|
|
|
|
idSoundVoice* AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample );
|
|
void FreeVoice( idSoundVoice* voice );
|
|
|
|
// video playback needs this
|
|
/*
|
|
IXAudio2* GetIXAudio2() const
|
|
{
|
|
return pXAudio2;
|
|
};
|
|
*/
|
|
|
|
int GetNumZombieVoices() const
|
|
{
|
|
return zombieVoices.Num();
|
|
}
|
|
int GetNumFreeVoices() const
|
|
{
|
|
return freeVoices.Num();
|
|
}
|
|
|
|
protected:
|
|
friend class idSoundSample_OpenAL;
|
|
friend class idSoundVoice_OpenAL;
|
|
|
|
private:
|
|
/*
|
|
IXAudio2* pXAudio2;
|
|
IXAudio2MasteringVoice* pMasterVoice;
|
|
IXAudio2SubmixVoice* pSubmixVoice;
|
|
|
|
idSoundEngineCallback soundEngineCallback;
|
|
*/
|
|
|
|
ALCdevice* openalDevice;
|
|
ALCcontext* openalContext;
|
|
|
|
int lastResetTime;
|
|
|
|
//int outputChannels;
|
|
//int channelMask;
|
|
|
|
//idDebugGraph* vuMeterRMS;
|
|
//idDebugGraph* vuMeterPeak;
|
|
//int vuMeterPeakTimes[ 8 ];
|
|
|
|
// Can't stop and start a voice on the same frame, so we have to double this to handle the worst case scenario of stopping all voices and starting a full new set
|
|
idStaticList<idSoundVoice_OpenAL, MAX_HARDWARE_VOICES* 2 > voices;
|
|
idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES* 2 > zombieVoices;
|
|
idStaticList<idSoundVoice_OpenAL*, MAX_HARDWARE_VOICES* 2 > freeVoices;
|
|
};
|
|
|
|
/*
|
|
================================================
|
|
idSoundHardware
|
|
================================================
|
|
*/
|
|
class idSoundHardware : public idSoundHardware_OpenAL
|
|
{
|
|
};
|
|
|
|
#endif
|