/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 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 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 Source Code. If not, see . In addition, the Doom 3 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 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 __SND_LOCAL_H__ #define __SND_LOCAL_H__ // you need the OpenAL headers for build, even if AL is not enabled - http://www.openal.org/ #ifdef _WIN32 #include "../openal/include/al.h" #include "../openal/include/alc.h" #include "../openal/idal.h" // broken OpenAL SDK ? #define ID_ALCHAR (ALubyte *) #elif defined( MACOS_X ) #include #include #define ID_ALCHAR #else #include #include #define ID_ALCHAR #endif #include "../openal/include/efxlib.h" // demo sound commands typedef enum { SCMD_STATE, // followed by a load game state SCMD_PLACE_LISTENER, SCMD_ALLOC_EMITTER, SCMD_FREE, SCMD_UPDATE, SCMD_START, SCMD_MODIFY, SCMD_STOP, SCMD_FADE } soundDemoCommand_t; const int SOUND_MAX_CHANNELS = 8; const int SOUND_DECODER_FREE_DELAY = 1000 * MIXBUFFER_SAMPLES / USERCMD_MSEC; // four seconds const int PRIMARYFREQ = 44100; // samples per second const float SND_EPSILON = 1.0f / 32768.0f; // if volume is below this, it will always multiply to zero const int ROOM_SLICES_IN_BUFFER = 10; class idAudioHardware; class idAudioBuffer; class idWaveFile; class idSoundCache; class idSoundSample; class idSampleDecoder; class idSoundWorldLocal; /* =================================================================================== General extended waveform format structure. Use this for all NON PCM formats. =================================================================================== */ #ifdef WIN32 #pragma pack(1) #endif #ifdef __MWERKS__ #pragma pack (push, 1) #endif struct waveformatex_s { word wFormatTag; /* format type */ word nChannels; /* number of channels (i.e. mono, stereo...) */ dword nSamplesPerSec; /* sample rate */ dword nAvgBytesPerSec; /* for buffer estimation */ word nBlockAlign; /* block size of data */ word wBitsPerSample; /* Number of bits per sample of mono data */ word cbSize; /* The count in bytes of the size of extra information (after cbSize) */ } PACKED; typedef waveformatex_s waveformatex_t; /* OLD general waveform format structure (information common to all formats) */ struct waveformat_s { word wFormatTag; /* format type */ word nChannels; /* number of channels (i.e. mono, stereo, etc.) */ dword nSamplesPerSec; /* sample rate */ dword nAvgBytesPerSec; /* for buffer estimation */ word nBlockAlign; /* block size of data */ } PACKED; typedef waveformat_s waveformat_t; /* flags for wFormatTag field of WAVEFORMAT */ enum { WAVE_FORMAT_TAG_PCM = 1, WAVE_FORMAT_TAG_OGG = 2 }; /* specific waveform format structure for PCM data */ struct pcmwaveformat_s { waveformat_t wf; word wBitsPerSample; } PACKED; typedef pcmwaveformat_s pcmwaveformat_t; #ifndef mmioFOURCC #define mmioFOURCC( ch0, ch1, ch2, ch3 ) \ ( (dword)(byte)(ch0) | ( (dword)(byte)(ch1) << 8 ) | \ ( (dword)(byte)(ch2) << 16 ) | ( (dword)(byte)(ch3) << 24 ) ) #endif #define fourcc_riff mmioFOURCC('R', 'I', 'F', 'F') struct waveformatextensible_s { waveformatex_t Format; union { word wValidBitsPerSample; /* bits of precision */ word wSamplesPerBlock; /* valid if wBitsPerSample==0*/ word wReserved; /* If neither applies, set to zero*/ } Samples; dword dwChannelMask; /* which channels are */ /* present in stream */ int SubFormat; } PACKED; typedef waveformatextensible_s waveformatextensible_t; typedef dword fourcc; /* RIFF chunk information data structure */ struct mminfo_s { fourcc ckid; /* chunk ID */ dword cksize; /* chunk size */ fourcc fccType; /* form type or list type */ dword dwDataOffset; /* offset of data portion of chunk */ } PACKED; typedef mminfo_s mminfo_t; #ifdef WIN32 #pragma pack() #endif #ifdef __MWERKS__ #pragma pack (pop) #endif /* =================================================================================== idWaveFile =================================================================================== */ class idWaveFile { public: idWaveFile( void ); ~idWaveFile( void ); int Open( const char* strFileName, waveformatex_t* pwfx = NULL ); int OpenFromMemory( short* pbData, int ulDataSize, waveformatextensible_t* pwfx ); int Read( byte* pBuffer, int dwSizeToRead, int *pdwSizeRead ); int Seek( int offset ); int Close( void ); int ResetFile( void ); int GetOutputSize( void ) { return mdwSize; } int GetMemorySize( void ) { return mMemSize; } waveformatextensible_t mpwfx; // Pointer to waveformatex structure private: idFile * mhmmio; // I/O handle for the WAVE mminfo_t mck; // Multimedia RIFF chunk mminfo_t mckRiff; // used when opening a WAVE file dword mdwSize; // size in samples dword mMemSize; // size of the wave data in memory dword mseekBase; ID_TIME_T mfileTime; bool mbIsReadingFromMemory; short * mpbData; short * mpbDataCur; dword mulDataSize; void * ogg; // only !NULL when !s_realTimeDecoding bool isOgg; private: int ReadMMIO( void ); int OpenOGG( const char* strFileName, waveformatex_t* pwfx = NULL ); int ReadOGG( byte* pBuffer, int dwSizeToRead, int *pdwSizeRead ); int CloseOGG( void ); }; /* =================================================================================== idAudioHardware =================================================================================== */ class idAudioHardware { public: static idAudioHardware *Alloc(); virtual ~idAudioHardware(); virtual bool Initialize( ) = 0; virtual bool Lock( void **pDSLockedBuffer, ulong *dwDSLockedBufferSize ) = 0; virtual bool Unlock( void *pDSLockedBuffer, dword dwDSLockedBufferSize ) = 0; virtual bool GetCurrentPosition( ulong *pdwCurrentWriteCursor ) = 0; // try to write as many sound samples to the device as possible without blocking and prepare for a possible new mixing call // returns wether there is *some* space for writing available virtual bool Flush( void ) = 0; virtual void Write( bool flushing ) = 0; virtual int GetNumberOfSpeakers( void )= 0; virtual int GetMixBufferSize( void ) = 0; virtual short* GetMixBuffer( void ) = 0; }; /* =================================================================================== Encapsulates functionality of a DirectSound buffer. =================================================================================== */ class idAudioBuffer { public: virtual int Play( dword dwPriority=0, dword dwFlags=0 ) = 0; virtual int Stop( void ) = 0; virtual int Reset( void ) = 0; virtual bool IsSoundPlaying( void ) = 0; virtual void SetVolume( float x ) = 0; }; /* =================================================================================== idSoundEmitterLocal =================================================================================== */ typedef enum { REMOVE_STATUS_INVALID = -1, REMOVE_STATUS_ALIVE = 0, REMOVE_STATUS_WAITSAMPLEFINISHED = 1, REMOVE_STATUS_SAMPLEFINISHED = 2 } removeStatus_t; class idSoundFade { public: int fadeStart44kHz; int fadeEnd44kHz; float fadeStartVolume; // in dB float fadeEndVolume; // in dB void Clear(); float FadeDbAt44kHz( int current44kHz ); }; class SoundFX { protected: bool initialized; int channel; int maxlen; float* buffer; float continuitySamples[4]; float param; public: SoundFX() { channel = 0; buffer = NULL; initialized = false; maxlen = 0; memset( continuitySamples, 0, sizeof( float ) * 4 ); }; virtual ~SoundFX() { if ( buffer ) delete buffer; }; virtual void Initialize() { }; virtual void ProcessSample( float* in, float* out ) = 0; void SetChannel( int chan ) { channel = chan; }; int GetChannel() { return channel; }; void SetContinuitySamples( float in1, float in2, float out1, float out2 ) { continuitySamples[0] = in1; continuitySamples[1] = in2; continuitySamples[2] = out1; continuitySamples[3] = out2; }; // FIXME? void GetContinuitySamples( float& in1, float& in2, float& out1, float& out2 ) { in1 = continuitySamples[0]; in2 = continuitySamples[1]; out1 = continuitySamples[2]; out2 = continuitySamples[3]; }; void SetParameter( float val ) { param = val; }; }; class SoundFX_Lowpass : public SoundFX { public: virtual void ProcessSample( float* in, float* out ); }; class SoundFX_LowpassFast : public SoundFX { float freq; float res; float a1, a2, a3; float b1, b2; public: virtual void ProcessSample( float* in, float* out ); void SetParms( float p1 = 0, float p2 = 0, float p3 = 0 ); }; class SoundFX_Comb : public SoundFX { int currentTime; public: virtual void Initialize(); virtual void ProcessSample( float* in, float* out ); }; class FracTime { public: int time; float frac; void Set( int val ) { time = val; frac = 0; }; void Increment( float val ) { frac += val; while ( frac >= 1.f ) { time++; frac--; } }; }; enum { PLAYBACK_RESET, PLAYBACK_ADVANCING }; class idSoundChannel; class idSlowChannel { bool active; const idSoundChannel* chan; int playbackState; int triggerOffset; FracTime newPosition; int newSampleOffset; FracTime curPosition; int curSampleOffset; SoundFX_LowpassFast lowpass; // functions void GenerateSlowChannel( FracTime& playPos, int sampleCount44k, float* finalBuffer ); float GetSlowmoSpeed(); public: void AttachSoundChannel( const idSoundChannel *chan ); void Reset(); void GatherChannelSamples( int sampleOffset44k, int sampleCount44k, float *dest ); bool IsActive() { return active; }; FracTime GetCurrentPosition() { return curPosition; }; }; class idSoundChannel { public: idSoundChannel( void ); ~idSoundChannel( void ); void Clear( void ); void Start( void ); void Stop( void ); void GatherChannelSamples( int sampleOffset44k, int sampleCount44k, float *dest ) const; void ALStop( void ); // free OpenAL resources if any bool triggerState; int trigger44kHzTime; // hardware time sample the channel started int triggerGame44kHzTime; // game time sample time the channel started soundShaderParms_t parms; // combines the shader parms and the per-channel overrides idSoundSample * leadinSample; // if not looped, this is the only sample s_channelType triggerChannel; const idSoundShader *soundShader; idSampleDecoder * decoder; float diversity; float lastVolume; // last calculated volume based on distance float lastV[6]; // last calculated volume for each speaker, so we can smoothly fade idSoundFade channelFade; bool triggered; ALuint openalSource; ALuint openalStreamingOffset; ALuint openalStreamingBuffer[3]; ALuint lastopenalStreamingBuffer[3]; bool disallowSlow; }; class idSoundEmitterLocal : public idSoundEmitter { public: idSoundEmitterLocal( void ); virtual ~idSoundEmitterLocal( void ); //---------------------------------------------- // the "time" parameters should be game time in msec, which is used to make queries // return deterministic values regardless of async buffer scheduling // a non-immediate free will let all currently playing sounds complete virtual void Free( bool immediate ); // the parms specified will be the default overrides for all sounds started on this emitter. // NULL is acceptable for parms virtual void UpdateEmitter( const idVec3 &origin, int listenerId, const soundShaderParms_t *parms ); // returns the length of the started sound in msec virtual int StartSound( const idSoundShader *shader, const s_channelType channel, float diversity = 0, int shaderFlags = 0, bool allowSlow = true /* D3XP */ ); // can pass SCHANNEL_ANY virtual void ModifySound( const s_channelType channel, const soundShaderParms_t *parms ); virtual void StopSound( const s_channelType channel ); virtual void FadeSound( const s_channelType channel, float to, float over ); virtual bool CurrentlyPlaying( void ) const; // can pass SCHANNEL_ANY virtual float CurrentAmplitude( void ); // used for save games virtual int Index( void ) const; //---------------------------------------------- void Clear( void ); void OverrideParms( const soundShaderParms_t *base, const soundShaderParms_t *over, soundShaderParms_t *out ); void CheckForCompletion( int current44kHzTime ); void Spatialize( idVec3 listenerPos, int listenerArea, idRenderWorld *rw ); idSoundWorldLocal * soundWorld; // the world that holds this emitter int index; // in world emitter list removeStatus_t removeStatus; idVec3 origin; int listenerId; soundShaderParms_t parms; // default overrides for all channels // the following are calculated in UpdateEmitter, and don't need to be archived float maxDistance; // greatest of all playing channel distances int lastValidPortalArea; // so an emitter that slides out of the world continues playing bool playing; // if false, no channel is active bool hasShakes; idVec3 spatializedOrigin; // the virtual sound origin, either the real sound origin, // or a point through a portal chain float realDistance; // in meters float distance; // in meters, this may be the straight-line distance, or // it may go through a chain of portals. If there // is not an open-portal path, distance will be > maxDistance // a single soundEmitter can have many channels playing from the same point idSoundChannel channels[SOUND_MAX_CHANNELS]; idSlowChannel slowChannels[SOUND_MAX_CHANNELS]; idSlowChannel GetSlowChannel( const idSoundChannel *chan ); void SetSlowChannel( const idSoundChannel *chan, idSlowChannel slow ); void ResetSlowChannel( const idSoundChannel *chan ); // this is just used for feedback to the game or rendering system: // flashing lights and screen shakes. Because the material expression // evaluation doesn't do common subexpression removal, we cache the // last generated value int ampTime; float amplitude; }; /* =================================================================================== idSoundWorldLocal =================================================================================== */ class s_stats { public: s_stats( void ) { rinuse = 0; runs = 1; timeinprocess = 0; missedWindow = 0; missedUpdateWindow = 0; activeSounds = 0; } int rinuse; int runs; int timeinprocess; int missedWindow; int missedUpdateWindow; int activeSounds; }; typedef struct soundPortalTrace_s { int portalArea; const struct soundPortalTrace_s *prevStack; } soundPortalTrace_t; class idSoundWorldLocal : public idSoundWorld { public: virtual ~idSoundWorldLocal( void ); // call at each map start virtual void ClearAllSoundEmitters( void ); virtual void StopAllSounds( void ); // get a new emitter that can play sounds in this world virtual idSoundEmitter *AllocSoundEmitter( void ); // for load games virtual idSoundEmitter *EmitterForIndex( int index ); // query data from all emitters in the world virtual float CurrentShakeAmplitudeForPosition( const int time, const idVec3 &listererPosition ); // where is the camera/microphone // listenerId allows listener-private sounds to be added virtual void PlaceListener( const idVec3 &origin, const idMat3 &axis, const int listenerId, const int gameTime, const idStr& areaName ); // fade all sounds in the world with a given shader soundClass // to is in Db (sigh), over is in seconds virtual void FadeSoundClasses( const int soundClass, const float to, const float over ); // dumps the current state and begins archiving commands virtual void StartWritingDemo( idDemoFile *demo ); virtual void StopWritingDemo( void ); // read a sound command from a demo file virtual void ProcessDemoCommand( idDemoFile *readDemo ); // background music virtual void PlayShaderDirectly( const char *name, int channel = -1 ); // pause and unpause the sound world virtual void Pause( void ); virtual void UnPause( void ); virtual bool IsPaused( void ); // avidump virtual void AVIOpen( const char *path, const char *name ); virtual void AVIClose( void ); // SaveGame Support virtual void WriteToSaveGame( idFile *savefile ); virtual void ReadFromSaveGame( idFile *savefile ); virtual void ReadFromSaveGameSoundChannel( idFile *saveGame, idSoundChannel *ch ); virtual void ReadFromSaveGameSoundShaderParams( idFile *saveGame, soundShaderParms_t *params ); virtual void WriteToSaveGameSoundChannel( idFile *saveGame, idSoundChannel *ch ); virtual void WriteToSaveGameSoundShaderParams( idFile *saveGame, soundShaderParms_t *params ); virtual void SetSlowmo( bool active ); virtual void SetSlowmoSpeed( float speed ); virtual void SetEnviroSuit( bool active ); //======================================= idSoundWorldLocal( void ); void Shutdown( void ); void Init( idRenderWorld *rw ); void ClearBuffer( void ); // update void ForegroundUpdate( int currentTime ); void OffsetSoundTime( int offset44kHz ); idSoundEmitterLocal * AllocLocalSoundEmitter(); void CalcEars( int numSpeakers, idVec3 realOrigin, idVec3 listenerPos, idMat3 listenerAxis, float ears[6], float spatialize ); void AddChannelContribution( idSoundEmitterLocal *sound, idSoundChannel *chan, int current44kHz, int numSpeakers, float *finalMixBuffer ); void MixLoop( int current44kHz, int numSpeakers, float *finalMixBuffer ); void AVIUpdate( void ); void ResolveOrigin( const int stackDepth, const soundPortalTrace_t *prevStack, const int soundArea, const float dist, const idVec3& soundOrigin, idSoundEmitterLocal *def ); float FindAmplitude( idSoundEmitterLocal *sound, const int localTime, const idVec3 *listenerPosition, const s_channelType channel, bool shakesOnly ); //============================================ idRenderWorld * rw; // for portals and debug drawing idDemoFile * writeDemo; // if not NULL, archive commands here idMat3 listenerAxis; idVec3 listenerPos; // position in meters int listenerPrivateId; idVec3 listenerQU; // position in "quake units" int listenerArea; idStr listenerAreaName; int listenerEnvironmentID; int gameMsec; int game44kHz; int pause44kHz; int lastAVI44kHz; // determine when we need to mix and write another block idListemitters; idSoundFade soundClassFade[SOUND_MAX_CLASSES]; // for global sound fading // avi stuff idFile * fpa[6]; idStr aviDemoPath; idStr aviDemoName; idSoundEmitterLocal * localSound; // just for playShaderDirectly() bool slowmoActive; float slowmoSpeed; bool enviroSuitActive; }; /* =================================================================================== idSoundSystemLocal =================================================================================== */ typedef struct { ALuint handle; int startTime; idSoundChannel *chan; bool inUse; bool looping; bool stereo; } openalSource_t; class idSoundSystemLocal : public idSoundSystem { public: idSoundSystemLocal( ) { isInitialized = false; } // all non-hardware initialization virtual void Init( void ); // shutdown routine virtual void Shutdown( void ); virtual void ClearBuffer( void ); // sound is attached to the window, and must be recreated when the window is changed virtual bool ShutdownHW( void ); virtual bool InitHW( void ); // async loop, called at 60Hz virtual int AsyncUpdate( int time ); // async loop, when the sound driver uses a write strategy virtual int AsyncUpdateWrite( int time ); // direct mixing called from the sound driver thread for OSes that support it virtual int AsyncMix( int soundTime, float *mixBuffer ); virtual void SetMute( bool mute ); virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ); int GetSoundDecoderInfo( int index, soundDecoderInfo_t &decoderInfo ); // if rw == NULL, no portal occlusion or rendered debugging is available virtual idSoundWorld *AllocSoundWorld( idRenderWorld *rw ); // specifying NULL will cause silence to be played virtual void SetPlayingSoundWorld( idSoundWorld *soundWorld ); // some tools, like the sound dialog, may be used in both the game and the editor // This can return NULL, so check! virtual idSoundWorld *GetPlayingSoundWorld( void ); virtual void BeginLevelLoad( void ); virtual void EndLevelLoad( const char *mapString ); virtual void PrintMemInfo( MemInfo_t *mi ); virtual int IsEAXAvailable( void ); //------------------------- int GetCurrent44kHzTime( void ) const; float dB2Scale( const float val ) const; int SamplesToMilliseconds( int samples ) const; int MillisecondsToSamples( int ms ) const; void DoEnviroSuit( float* samples, int numSamples, int numSpeakers ); ALuint AllocOpenALSource( idSoundChannel *chan, bool looping, bool stereo ); void FreeOpenALSource( ALuint handle ); idAudioHardware * snd_audio_hw; idSoundCache * soundCache; idSoundWorldLocal * currentSoundWorld; // the one to mix each async tic int olddwCurrentWritePos; // statistics int buffers; // statistics int CurrentSoundTime; // set by the async thread and only used by the main thread unsigned int nextWriteBlock; float realAccum[6*MIXBUFFER_SAMPLES+16]; float * finalMixBuffer; // points inside realAccum at a 16 byte aligned boundary bool isInitialized; bool muted; bool shutdown; s_stats soundStats; // NOTE: updated throughout the code, not displayed anywhere int meterTops[256]; int meterTopsTime[256]; dword * graph; float volumesDB[1200]; // dB to float volume conversion idList fxList; ALCdevice *openalDevice; ALCcontext *openalContext; ALsizei openalSourceCount; openalSource_t openalSources[256]; EAXSet alEAXSet; EAXGet alEAXGet; EAXSetBufferMode alEAXSetBufferMode; EAXGetBufferMode alEAXGetBufferMode; idEFXFile EFXDatabase; bool efxloaded; // latches static bool useOpenAL; static bool useEAXReverb; // mark available during initialization, or through an explicit test static int EAXAvailable; static idCVar s_noSound; static idCVar s_quadraticFalloff; static idCVar s_drawSounds; static idCVar s_minVolume6; static idCVar s_dotbias6; static idCVar s_minVolume2; static idCVar s_dotbias2; static idCVar s_spatializationDecay; static idCVar s_showStartSound; static idCVar s_maxSoundsPerShader; static idCVar s_reverse; static idCVar s_showLevelMeter; static idCVar s_meterTopTime; static idCVar s_volume; static idCVar s_constantAmplitude; static idCVar s_playDefaultSound; static idCVar s_useOcclusion; static idCVar s_subFraction; static idCVar s_globalFraction; static idCVar s_doorDistanceAdd; static idCVar s_singleEmitter; static idCVar s_numberOfSpeakers; static idCVar s_force22kHz; static idCVar s_clipVolumes; static idCVar s_realTimeDecoding; static idCVar s_libOpenAL; static idCVar s_useOpenAL; static idCVar s_useEAXReverb; static idCVar s_muteEAXReverb; static idCVar s_decompressionLimit; static idCVar s_slowAttenuate; static idCVar s_enviroSuitCutoffFreq; static idCVar s_enviroSuitCutoffQ; static idCVar s_enviroSuitSkipLowpass; static idCVar s_enviroSuitSkipReverb; static idCVar s_reverbTime; static idCVar s_reverbFeedback; static idCVar s_enviroSuitVolumeScale; static idCVar s_skipHelltimeFX; }; extern idSoundSystemLocal soundSystemLocal; /* =================================================================================== This class holds the actual wavefile bitmap, size, and info. =================================================================================== */ const int SCACHE_SIZE = MIXBUFFER_SAMPLES*20; // 1/2 of a second (aroundabout) class idSoundSample { public: idSoundSample(); ~idSoundSample(); idStr name; // name of the sample file ID_TIME_T timestamp; // the most recent of all images used in creation, for reloadImages command waveformatex_t objectInfo; // what are we caching int objectSize; // size of waveform in samples, excludes the header int objectMemSize; // object size in memory byte * nonCacheData; // if it's not cached byte * amplitudeData; // precomputed min,max amplitude pairs ALuint openalBuffer; // openal buffer bool hardwareBuffer; bool defaultSound; bool onDemand; bool purged; bool levelLoadReferenced; // so we can tell which samples aren't needed any more int LengthIn44kHzSamples() const; ID_TIME_T GetNewTimeStamp( void ) const; void MakeDefault(); // turns it into a beep void Load(); // loads the current sound based on name void Reload( bool force ); // reloads if timestamp has changed, or always if force void PurgeSoundSample(); // frees all data void CheckForDownSample(); // down sample if required bool FetchFromCache( int offset, const byte **output, int *position, int *size, const bool allowIO ); }; /* =================================================================================== Sound sample decoder. =================================================================================== */ class idSampleDecoder { public: static void Init( void ); static void Shutdown( void ); static idSampleDecoder *Alloc( void ); static void Free( idSampleDecoder *decoder ); static int GetNumUsedBlocks( void ); static int GetUsedBlockMemory( void ); virtual ~idSampleDecoder( void ) {} virtual void Decode( idSoundSample *sample, int sampleOffset44k, int sampleCount44k, float *dest ) = 0; virtual void ClearDecoder( void ) = 0; virtual idSoundSample * GetSample( void ) const = 0; virtual int GetLastDecodeTime( void ) const = 0; }; /* =================================================================================== The actual sound cache. =================================================================================== */ class idSoundCache { public: idSoundCache(); ~idSoundCache(); idSoundSample * FindSound( const idStr &fname, bool loadOnDemandOnly ); const int GetNumObjects( void ) { return listCache.Num(); } const idSoundSample * GetObject( const int index ) const; void ReloadSounds( bool force ); void BeginLevelLoad(); void EndLevelLoad(); void PrintMemInfo( MemInfo_t *mi ); private: bool insideLevelLoad; idList listCache; }; #endif /* !__SND_LOCAL_H__ */