/* snd_render.h Sound renderer plugin stuff Copyright (C) 2002 Bill Currie Author: Bill Currie Date: Jan 31 2003 This program 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 2 of the License, or (at your option) any later version. This program 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 this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifndef __snd_render_h #define __snd_render_h #include "QF/zone.h" // !!! if this is changed, it must be changed in asm_i386.h too !!! typedef struct portable_samplepair_s { int left; int right; } portable_samplepair_t; typedef struct wavinfo_s { int rate; int width; int channels; int loopstart; int samples; int dataofs; // chunk starts this many bytes from file start int datalen; // chunk bytes } wavinfo_t; typedef struct channel_s channel_t; typedef struct sfxbuffer_s sfxbuffer_t; struct sfxbuffer_s { int head; // ring buffer head position in sampels int tail; // ring buffer tail position in sampels int length; // length of buffer in samples int pos; // position of tail within full stream void (*paint) (channel_t *ch, sfxbuffer_t *buffer, int count); void (*advance) (sfxbuffer_t *buffer, int count); sfx_t *sfx; byte data[4]; }; typedef struct sfxstream_s { sfx_t *sfx; void *file; wavinfo_t wavinfo; void (*resample)(sfxbuffer_t *, byte *, int); int (*read)(void *file, byte *data, int bytes, wavinfo_t *info); int (*seek)(void *file, int pos, wavinfo_t *info); sfxbuffer_t buffer; } sfxstream_t; typedef struct sfxblock_s { sfx_t *sfx; void *file; wavinfo_t wavinfo; cache_user_t cache; } sfxblock_t; // !!! if this is changed, it much be changed in asm_i386.h too !!! struct channel_s { sfx_t *sfx; // sfx number int leftvol; // 0-255 volume int rightvol; // 0-255 volume int end; // end time in global paintsamples int pos; // sample position in sfx int looping; // where to loop, -1 = no looping int entnum; // to allow overriding a specific sound int entchannel; // vec3_t origin; // origin of sound effect vec_t dist_mult; // distance multiplier (attenuation/clipK) int master_vol; // 0-255 master volume int phase; // phase shift between l-r in samples int oldphase; // phase shift between l-r in samples }; void SND_PaintChannels(int endtime); void SND_Init (void); void SND_Shutdown (void); void SND_AmbientOff (void); void SND_AmbientOn (void); void SND_TouchSound (const char *sample); void SND_ClearBuffer (void); void SND_StaticSound (sfx_t *sfx, const vec3_t origin, float vol, float attenuation); void SND_StartSound (int entnum, int entchannel, sfx_t *sfx, const vec3_t origin, float fvol, float attenuation); void SND_StopSound (int entnum, int entchannel); sfx_t *SND_PrecacheSound (const char *sample); void SND_ClearPrecache (void); void SND_Update (const vec3_t origin, const vec3_t v_forward, const vec3_t v_right, const vec3_t v_up); void SND_StopAllSounds (qboolean clear); void SND_BeginPrecaching (void); void SND_EndPrecaching (void); void SND_ExtraUpdate (void); void SND_LocalSound (const char *s); void SND_BlockSound (void); void SND_UnblockSound (void); void SND_ResampleMono (sfxbuffer_t *sc, byte *data, int length); void SND_ResampleStereo (sfxbuffer_t *sc, byte *data, int length); sfxbuffer_t *SND_GetCache (long samples, int rate, int inwidth, int channels, sfxblock_t *block, cache_allocator_t allocator); void SND_InitScaletable (void); // picks a channel based on priorities, empty slots, number of channels channel_t *SND_PickChannel(int entnum, int entchannel); // spatializes a channel void SND_Spatialize(channel_t *ch); void SND_Load (sfx_t *sfx); void SND_CallbackLoad (void *object, cache_allocator_t allocator); void SND_LoadOgg (QFile *file, sfx_t *sfx, char *realname); void SND_LoadWav (QFile *file, sfx_t *sfx, char *realname); wavinfo_t *SND_CacheWavinfo (sfx_t *sfx); wavinfo_t *SND_StreamWavinfo (sfx_t *sfx); sfxbuffer_t *SND_CacheTouch (sfx_t *sfx); sfxbuffer_t *SND_CacheRetain (sfx_t *sfx); void SND_CacheRelease (sfx_t *sfx); sfxbuffer_t *SND_StreamRetain (sfx_t *sfx); void SND_StreamRelease (sfx_t *sfx); void SND_StreamAdvance (sfxbuffer_t *buffer, int count); void SND_WriteLinearBlastStereo16 (void); void SND_PaintChannelFrom8 (channel_t *ch, sfxbuffer_t *sc, int count); void SND_PaintChannelFrom16 (channel_t *ch, sfxbuffer_t *sc, int count); void SND_PaintChannelStereo8 (channel_t *ch, sfxbuffer_t *sc, int count); void SND_PaintChannelStereo16 (channel_t *ch, sfxbuffer_t *sc, int count); extern channel_t channels[MAX_CHANNELS]; // 0 to MAX_DYNAMIC_CHANNELS-1 = normal entity sounds // MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc // MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds extern int total_channels; #endif//__snd_render_h