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6142f9d795
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
151 lines
4.1 KiB
C++
151 lines
4.1 KiB
C++
#ifndef __SNDINT_H
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#define __SNDINT_H
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#include <stdio.h>
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#include <stdint.h>
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#include "vectors.h"
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#include "tarray.h"
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#include "tflags.h"
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enum EChanFlag
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{
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// modifier flags
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CHANF_LISTENERZ = 8,
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CHANF_MAYBE_LOCAL = 16,
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CHANF_UI = 32, // Do not record sound in savegames.
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CHANF_NOPAUSE = 64, // Do not pause this sound in menus.
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CHANF_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
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CHANF_LOOP = 256,
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CHANF_PICKUP = CHANF_MAYBE_LOCAL,
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CHANF_NONE = 0,
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CHANF_IS3D = 1, // internal: Sound is 3D.
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CHANF_EVICTED = 2, // internal: Sound was evicted.
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CHANF_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
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CHANF_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
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CHANF_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
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CHANF_VIRTUAL = 2048, // internal: Channel is currently virtual
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CHANF_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
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CHANF_OVERLAP = 8192, // [MK] Does not stop any sounds in the channel and instead plays over them.
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CHANF_LOCAL = 16384, // only plays locally for the calling actor
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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)
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CHANF_FORCE = 65536, // Start, even if sound is paused.
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};
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typedef TFlags<EChanFlag> EChanFlags;
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DEFINE_TFLAGS_OPERATORS(EChanFlags)
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class FileReader;
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// For convenience, this structure matches FMOD_REVERB_PROPERTIES.
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// Since I can't very well #include system-specific stuff in the
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// main game files, I duplicate it here.
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struct REVERB_PROPERTIES
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{
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int Instance;
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int Environment;
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float EnvSize;
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float EnvDiffusion;
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int Room;
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int RoomHF;
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int RoomLF;
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float DecayTime;
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float DecayHFRatio;
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float DecayLFRatio;
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int Reflections;
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float ReflectionsDelay;
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float ReflectionsPan0;
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float ReflectionsPan1;
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float ReflectionsPan2;
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int Reverb;
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float ReverbDelay;
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float ReverbPan0;
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float ReverbPan1;
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float ReverbPan2;
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float EchoTime;
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float EchoDepth;
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float ModulationTime;
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float ModulationDepth;
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float AirAbsorptionHF;
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float HFReference;
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float LFReference;
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float RoomRolloffFactor;
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float Diffusion;
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float Density;
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unsigned int Flags;
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};
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#define REVERB_FLAGS_DECAYTIMESCALE 0x00000001
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#define REVERB_FLAGS_REFLECTIONSSCALE 0x00000002
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#define REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004
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#define REVERB_FLAGS_REVERBSCALE 0x00000008
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#define REVERB_FLAGS_REVERBDELAYSCALE 0x00000010
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#define REVERB_FLAGS_DECAYHFLIMIT 0x00000020
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#define REVERB_FLAGS_ECHOTIMESCALE 0x00000040
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#define REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080
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struct ReverbContainer
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{
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ReverbContainer *Next;
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const char *Name;
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uint16_t ID;
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bool Builtin;
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bool Modified;
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REVERB_PROPERTIES Properties;
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bool SoftwareWater;
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};
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struct SoundListener
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{
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FVector3 position;
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FVector3 velocity;
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float angle;
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bool underwater;
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bool valid;
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ReverbContainer *Environment;
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void* ListenerObject;
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};
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// Default rolloff information.
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struct FRolloffInfo
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{
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int RolloffType;
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float MinDistance;
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union { float MaxDistance; float RolloffFactor; };
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};
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struct SoundHandle
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{
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void *data;
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bool isValid() const { return data != NULL; }
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void Clear() { data = NULL; }
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bool operator==(const SoundHandle &rhs) const
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{ return data == rhs.data; }
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bool operator!=(const SoundHandle &rhs) const
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{ return !(*this == rhs); }
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};
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struct FISoundChannel
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{
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void *SysChannel; // Channel information from the system interface.
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uint64_t StartTime; // Sound start time in DSP clocks.
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// The sound interface doesn't use these directly but it needs to pass them to a
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// callback that can't be passed a sound channel pointer
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FRolloffInfo Rolloff;
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float DistanceScale;
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float DistanceSqr;
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bool ManualRolloff;
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EChanFlags ChanFlags;
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};
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class SoundStream;
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void S_SetSoundPaused(int state);
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#endif
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