#ifndef __SNDINT_H #define __SNDINT_H #include #include #include "vectors.h" #include "tarray.h" #include "tflags.h" enum EChanFlag { // modifier flags CHANF_LISTENERZ = 8, CHANF_MAYBE_LOCAL = 16, CHANF_UI = 32, // Do not record sound in savegames. CHANF_NOPAUSE = 64, // Do not pause this sound in menus. CHANF_AREA = 128, // Sound plays from all around. Only valid with sector sounds. CHANF_LOOP = 256, CHANF_PICKUP = CHANF_MAYBE_LOCAL, CHANF_NONE = 0, CHANF_IS3D = 1, // internal: Sound is 3D. CHANF_EVICTED = 2, // internal: Sound was evicted. CHANF_FORGETTABLE = 4, // internal: Forget channel data when sound stops. CHANF_JUSTSTARTED = 512, // internal: Sound has not been updated yet. CHANF_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time. CHANF_VIRTUAL = 2048, // internal: Channel is currently virtual CHANF_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something. CHANF_OVERLAP = 8192, // [MK] Does not stop any sounds in the channel and instead plays over them. CHANF_LOCAL = 16384, // only plays locally for the calling actor CHANF_TRANSIENT = 32768, // Do not record in savegames - used for sounds that get restarted outside the sound system (e.g. ambients in SW and Blood) CHANF_FORCE = 65536, // Start, even if sound is paused. }; typedef TFlags EChanFlags; DEFINE_TFLAGS_OPERATORS(EChanFlags) class FileReader; // For convenience, this structure matches FMOD_REVERB_PROPERTIES. // Since I can't very well #include system-specific stuff in the // main game files, I duplicate it here. struct REVERB_PROPERTIES { int Instance; int Environment; float EnvSize; float EnvDiffusion; int Room; int RoomHF; int RoomLF; float DecayTime; float DecayHFRatio; float DecayLFRatio; int Reflections; float ReflectionsDelay; float ReflectionsPan0; float ReflectionsPan1; float ReflectionsPan2; int Reverb; float ReverbDelay; float ReverbPan0; float ReverbPan1; float ReverbPan2; float EchoTime; float EchoDepth; float ModulationTime; float ModulationDepth; float AirAbsorptionHF; float HFReference; float LFReference; float RoomRolloffFactor; float Diffusion; float Density; unsigned int Flags; }; #define REVERB_FLAGS_DECAYTIMESCALE 0x00000001 #define REVERB_FLAGS_REFLECTIONSSCALE 0x00000002 #define REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004 #define REVERB_FLAGS_REVERBSCALE 0x00000008 #define REVERB_FLAGS_REVERBDELAYSCALE 0x00000010 #define REVERB_FLAGS_DECAYHFLIMIT 0x00000020 #define REVERB_FLAGS_ECHOTIMESCALE 0x00000040 #define REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080 struct ReverbContainer { ReverbContainer *Next; const char *Name; uint16_t ID; bool Builtin; bool Modified; REVERB_PROPERTIES Properties; bool SoftwareWater; }; struct SoundListener { FVector3 position; FVector3 velocity; float angle; bool underwater; bool valid; ReverbContainer *Environment; void* ListenerObject; }; // Default rolloff information. struct FRolloffInfo { int RolloffType; float MinDistance; union { float MaxDistance; float RolloffFactor; }; }; struct SoundHandle { void *data; bool isValid() const { return data != NULL; } void Clear() { data = NULL; } bool operator==(const SoundHandle &rhs) const { return data == rhs.data; } bool operator!=(const SoundHandle &rhs) const { return !(*this == rhs); } }; struct FISoundChannel { void *SysChannel; // Channel information from the system interface. uint64_t StartTime; // Sound start time in DSP clocks. // The sound interface doesn't use these directly but it needs to pass them to a // callback that can't be passed a sound channel pointer FRolloffInfo Rolloff; float DistanceScale; float DistanceSqr; bool ManualRolloff; EChanFlags ChanFlags; }; class SoundStream; void S_SetSoundPaused(int state); #endif