etqw-sdk/source/sound/SoundShader.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __SOUNDSHADER_H__
#define __SOUNDSHADER_H__
#include "../framework/declManager.h"
/*
===============================================================================
Sound Shader Decl
===============================================================================
*/
class idSoundSample;
// sound shader flags
static const int SSF_PRIVATE_SOUND = BIT(0); // only plays for the current listenerId
static const int SSF_ANTI_PRIVATE_SOUND = BIT(1); // plays for everyone but the current listenerId
static const int SSF_NO_OCCLUSION = BIT(2); // don't flow through portals, only use straight line
static const int SSF_GLOBAL = BIT(3); // play full volume to all speakers and all listeners
static const int SSF_OMNIDIRECTIONAL = BIT(4); // fall off with distance, but play same volume in all speakers
static const int SSF_LOOPING = BIT(5); // repeat the sound continuously
static const int SSF_PLAY_ONCE = BIT(6); // never restart if already playing on any channel of a given emitter
static const int SSF_UNCLAMPED = BIT(7); // don't clamp calculated volumes at 1.0
static const int SSF_NO_FLICKER = BIT(8); // always return 1.0 for volume queries
static const int SSF_NO_DUPS = BIT(9); // try not to play the same sound twice in a row
static const int SSF_RANDOMIZE = BIT(10); // randomly cycle the looped sample
static const int SSF_OCCLUDE_ONCE = BIT(11); // only occlude once in its lifetime
// these options can be overriden from sound shader defaults on a per-emitter and per-channel basis
struct soundShaderParms_t {
float minDistance;
float maxDistance;
float farDistance; // sound is only played when beyond this distance
float volume; // in dB, unfortunately. Negative values get quieter
float shakes;
int soundShaderFlags; // SSF_* bit flags
float pitchShift;
int soundClass; // for global fading of sounds
int soundArea;
};
const int SOUND_MAX_LIST_WAVS = 32;
// sound classes are used to fade most sounds down inside cinematics, leaving dialog
// flagged with a non-zero class full volume
const int SOUND_MAX_CLASSES = 4;
// it is somewhat tempting to make this a virtual class to hide the private
// details here, but that doesn't fit easily with the decl manager at the moment.
class idSoundShader : public idDecl {
public:
idSoundShader( void );
virtual ~idSoundShader( void );
virtual size_t Size( void ) const;
virtual const char * DefaultDefinition( void ) const;
virtual bool Parse( const char *text, const int textLength );
virtual void FreeData( void );
virtual void List( void ) const;
static void CacheFromDict( const idDict& dict );
virtual const char * GetDescription() const;
// so the editor can draw correct default sound spheres
// this is currently defined as meters, which sucks, IMHO.
virtual float GetMinDistance() const; // FIXME: replace this with a GetSoundShaderParms()
virtual float GetMaxDistance() const;
bool RebuildTextSource( void );
bool IsPrivateSound( void ) const { return( !!( parms.soundShaderFlags & SSF_PRIVATE_SOUND ) ); }
bool IsAntiPrivateSound( void ) const { return( !!( parms.soundShaderFlags & SSF_ANTI_PRIVATE_SOUND ) ); }
bool IsNoOcclusion( void ) const { return( !!( parms.soundShaderFlags & SSF_NO_OCCLUSION ) ); }
bool IsGlobal( void ) const { return( !!( parms.soundShaderFlags & SSF_GLOBAL ) ); }
bool IsOmnidirectional( void ) const { return( !!( parms.soundShaderFlags & SSF_OMNIDIRECTIONAL ) ); }
bool IsLooping( void ) const { return( !!( parms.soundShaderFlags & SSF_LOOPING ) ); }
bool IsPlayOnce( void ) const { return( !!( parms.soundShaderFlags & SSF_PLAY_ONCE ) ); }
bool IsOnDemand() const { return onDemand; }
bool IsLowPriority( void ) const { return lowPriority; }
float GetVolume( void ) const { return parms.volume; }
float GetShakes( void ) const { return parms.shakes; }
virtual int GetTimeLength( void ) const; // This is virtual because the effects editor needs it
//int GetAudibleLength( void ) const;
void GetParms( soundShaderParms_t* out ) const { *out = parms; }
idSoundSample* GetEntry( int index ) const { return( entries[index] ); }
int GetSpeakerMask() const { return speakerMask; }
float GetLeadinVolume() const { return leadinVolume; }
// returns NULL if an AltSound isn't defined in the shader.
// we use this for pairing a specific broken light sound with a normal light sound
virtual const idSoundShader *GetAltSound() const;
virtual bool HasDefaultSound() const;
virtual const soundShaderParms_t *GetParms() const;
virtual int GetNumSounds() const;
virtual const char * GetSound( int index ) const;
virtual bool CheckShakesAndOgg( void ) const;
virtual bool IsOGGCompressed( void ) const;
private:
friend class idSoundWorldLocal;
friend class idSoundEmitterLocal;
friend class idSoundChannel;
friend class idSoundCache;
// options from sound shader text
soundShaderParms_t parms; // can be overriden on a per-channel basis
bool onDemand; // only load when played, and free when finished
bool lowPriority;
int speakerMask;
const idSoundShader* altSound;
idStr desc; // description
bool errorDuringParse;
float leadinVolume; // allows light breaking leadin sounds to be much louder than the broken loop
idSoundSample* leadins[SOUND_MAX_LIST_WAVS];
int numLeadins;
idSoundSample* entries[SOUND_MAX_LIST_WAVS];
int numEntries;
int compressionMode;
private:
void Init( void );
bool ParseShader( idParser &src );
};
#endif /* !__SOUNDSHADER_H__ */