gzdoom-gles/src/sound/fmodsound.h
Randy Heit 4535382031 - The SFX Reverb unit is now moved so that it serves as an input to the water
effect rather than as an input to the ChannelGroup Target Unit. This means
  the water effect is now applied after any room reverb, rather than in
  parallel with it.
- Fixed: UI sounds should not have reverb applied to them.


SVN r1450 (trunk)
2009-02-26 06:23:05 +00:00

110 lines
4.2 KiB
C++

#ifndef FMODSOUND_H
#define FMODSOUND_H
#include "i_sound.h"
#include "fmod_wrap.h"
class FMODSoundRenderer : public SoundRenderer
{
public:
FMODSoundRenderer ();
~FMODSoundRenderer ();
bool IsValid ();
void SetSfxVolume (float volume);
void SetMusicVolume (float volume);
SoundHandle LoadSound(BYTE *sfxdata, int length);
SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits);
void UnloadSound (SoundHandle sfx);
unsigned int GetMSLength(SoundHandle sfx);
unsigned int GetSampleLength(SoundHandle sfx);
float GetOutputRate();
// Streaming sounds.
SoundStream *CreateStream (SoundStreamCallback callback, int buffsamples, int flags, int samplerate, void *userdata);
SoundStream *OpenStream (const char *filename, int flags, int offset, int length);
long PlayStream (SoundStream *stream, int volume);
void StopStream (SoundStream *stream);
// Starts a sound.
FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan);
FISoundChannel *StartSound3D (SoundHandle sfx, SoundListener *listener, float vol, FRolloffInfo *rolloff, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, int channum, int chanflags, FISoundChannel *reuse_chan);
// Stops a sound channel.
void StopChannel (FISoundChannel *chan);
// Returns position of sound on this channel, in samples.
unsigned int GetPosition(FISoundChannel *chan);
// Synchronizes following sound startups.
void Sync (bool sync);
// Pauses or resumes all sound effect channels.
void SetSfxPaused (bool paused, int slot);
// Pauses or resumes *every* channel, including environmental reverb.
void SetInactive (bool inactive);
// Updates the position of a sound channel.
void UpdateSoundParams3D (SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel);
void UpdateListener (SoundListener *listener);
void UpdateSounds ();
void PrintStatus ();
void PrintDriversList ();
FString GatherStats ();
short *DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type);
void DrawWaveDebug(int mode);
private:
int SFXPaused;
bool InitSuccess;
bool DSPLocked;
QWORD_UNION DSPClock;
int OutputRate;
static FMOD_RESULT F_CALLBACK ChannelCallback(FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, void *data1, void *data2);
static float F_CALLBACK RolloffCallback(FMOD_CHANNEL *channel, float distance);
bool HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, bool abstime, float freq) const;
FISoundChannel *CommonChannelSetup(FMOD::Channel *chan, FISoundChannel *reuse_chan) const;
FMOD_MODE SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan, const FVector3 &pos, bool areasound, FMOD_MODE oldmode) const;
bool ReconnectSFXReverbUnit();
bool Init ();
void Shutdown ();
void DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int maxfrequency);
int DrawChannelGroupOutput(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, int mode);
int DrawSystemOutput(float *wavearray, int width, int height, int y, int mode);
int DrawChannelGroupWaveData(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, bool skip);
int DrawSystemWaveData(float *wavearray, int width, int height, int y, bool skip);
void DrawWave(float *wavearray, int x, int y, int width, int height);
int DrawChannelGroupSpectrum(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, bool skip);
int DrawSystemSpectrum(float *wavearray, int width, int height, int y, bool skip);
void DrawSpectrum(float *spectrumarray, int x, int y, int width, int height);
FMOD::System *Sys;
FMOD::ChannelGroup *SfxGroup, *PausableSfx;
FMOD::ChannelGroup *MusicGroup;
FMOD::DSP *WaterLP, *WaterReverb;
FMOD::DSPConnection *SfxConnection;
FMOD::DSP *ChannelGroupTargetUnit;
FMOD::DSP *SfxReverbPlaceholder;
bool SfxReverbHooked;
float LastWaterLP;
// Just for snd_status display
int Driver_MinFrequency;
int Driver_MaxFrequency;
FMOD_CAPS Driver_Caps;
friend class FMODStreamCapsule;
};
#endif