etqw-sdk/source/sound/SoundSystem.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __SOUNDSYSTEM_H__
#define __SOUNDSYSTEM_H__
#include "../renderer/Cinematic.h"
/*
===============================================================================
SOUND SYSTEM
===============================================================================
*/
struct soundDecoderInfo_t {
idStr name;
idStr format;
int numChannels;
int numSamplesPerSecond;
int num44kHzSamples;
int numBytes;
bool looping;
float lastVolume;
int elapsed44kHzTime;
int start44kHzTime;
int current44kHzTime;
};
class idSoundSystem {
public:
virtual ~idSoundSystem( void ) {}
// all non-hardware initialization
virtual void Init( void ) = 0;
// shutdown routine
virtual void Shutdown( void ) = 0;
// call ClearBuffer if there is a chance that the AsyncUpdate won't get called
// for 20+ msec, which would cause a stuttering repeat of the current
// buffer contents
virtual void ClearBuffer( void ) = 0;
// sound is attached to the window, and must be recreated when the window is changed
virtual bool InitHW( void ) = 0;
virtual bool ShutdownHW( void ) = 0;
virtual sdLock& GetLock() = 0;
virtual int AsyncUpdate( int time ) = 0;
// it is a good idea to mute everything when starting a new level,
// because sounds may be started before a valid listener origin
// is specified
virtual void SetMute( bool mute ) = 0;
virtual bool IsMuted() const = 0;
// for the sound level meter window
virtual cinData_t ImageForTime( const int milliseconds, const bool waveform ) = 0;
// get sound decoder info
virtual int GetSoundDecoderInfo( int index, soundDecoderInfo_t& decoderInfo ) = 0;
// if rw == NULL, no portal occlusion or rendered debugging is available
virtual idSoundWorld* AllocSoundWorld( idRenderWorld* rw ) = 0;
virtual void FreeSoundWorld( idSoundWorld* sw ) = 0;
// specifying NULL will cause silence to be played
virtual void SetPlayingSoundWorld( idSoundWorld* soundWorld ) = 0;
// 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 ) = 0;
// Mark all soundSamples as currently unused,
// but don't free anything.
virtual void BeginLevelLoad( void ) = 0;
// Free all soundSamples marked as unused
// We might want to defer the loading of new sounds to this point,
// as we do with images, to avoid having a union in memory at one time.
virtual void EndLevelLoad( void ) = 0;
virtual void StartCapture() = 0;
virtual void StopCapture() = 0;
virtual int GetCaptureRate( void ) const = 0;
virtual bool QuerySpeakers( int numSpeakers ) const = 0;
virtual void RefreshSoundDevices( void ) = 0; // Updates the list of sound devices available
virtual const idWStrList* ListSoundPlaybackDevices() const = 0;
virtual const idWStrList* ListSoundCaptureDevices() const = 0;
virtual void FreeDeviceList( const idWStrList* list ) const = 0;
virtual int GetAudioDeviceHash( const wchar_t* name ) const = 0;
virtual int GetAudioDeviceHash( const char* name ) const = 0;
};
extern idSoundSystem *soundSystem;
#endif /* !__SOUNDSYSTEM_H__ */