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10c0d67b78
channel when restarting the song, rather than emitting a single note off event which only has a 1 in 127 chance of being for a note that's playing on that channel. Then I decided it would probably be a good idea to reset all the controllers as well. - Increasing the size of the internal Timidity stream buffer from 1/14 sec (copied from the OPL player) improved its sound dramatically, so apparently Timidity has issues with short stream buffers. It's now at 1/2 sec in length. However, there seems to be something weird going on with corazonazul_ff6boss.mid near the beginning where it stops and immediately restarts a guitar on the exact same note. - Added a new sound debugging cvar: snd_drawoutput, which can show various oscilloscopes and spectrums. - Internal TiMidity now plays music. - Changed the progdir global variable into an FString. SVN r900 (trunk)
94 lines
3.2 KiB
C++
94 lines
3.2 KiB
C++
#ifndef FMODSOUND_H
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#define FMODSOUND_H
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#include "i_sound.h"
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#include "fmod_wrap.h"
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class FMODSoundRenderer : public SoundRenderer
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{
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public:
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FMODSoundRenderer ();
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~FMODSoundRenderer ();
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bool IsValid ();
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void SetSfxVolume (float volume);
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void SetMusicVolume (float volume);
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void LoadSound (sfxinfo_t *sfx);
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void UnloadSound (sfxinfo_t *sfx);
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unsigned int GetMSLength(sfxinfo_t *sfx);
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float GetOutputRate();
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// Streaming sounds.
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SoundStream *CreateStream (SoundStreamCallback callback, int buffsamples, int flags, int samplerate, void *userdata);
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SoundStream *OpenStream (const char *filename, int flags, int offset, int length);
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long PlayStream (SoundStream *stream, int volume);
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void StopStream (SoundStream *stream);
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// Starts a sound.
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FSoundChan *StartSound (sfxinfo_t *sfx, float vol, int pitch, int chanflags);
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FSoundChan *StartSound3D (sfxinfo_t *sfx, float vol, float distscale, int pitch, int priority, float pos[3], float vel[3], int chanflags);
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// Stops a sound channel.
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void StopSound (FSoundChan *chan);
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// Pauses or resumes all sound effect channels.
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void SetSfxPaused (bool paused);
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// Updates the position of a sound channel.
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void UpdateSoundParams3D (FSoundChan *chan, float pos[3], float vel[3]);
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// For use by I_PlayMovie
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void MovieDisableSound ();
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void MovieResumeSound ();
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void UpdateListener ();
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void UpdateSounds ();
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void PrintStatus ();
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void PrintDriversList ();
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FString GatherStats ();
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void ResetEnvironment ();
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void DrawWaveDebug(int mode);
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private:
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bool SFXPaused;
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bool InitSuccess;
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static FMOD_RESULT F_CALLBACK ChannelEndCallback
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(FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, int cmd, unsigned int data1, unsigned int data2);
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static float F_CALLBACK RolloffCallback(FMOD_CHANNEL *channel, float distance);
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FSoundChan *CommonChannelSetup(FMOD::Channel *chan) const;
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FMOD_MODE SetChanHeadSettings(FMOD::Channel *chan, sfxinfo_t *sfx, float pos[3], int chanflags, FMOD_MODE oldmode) const;
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void DoLoad (void **slot, sfxinfo_t *sfx);
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void getsfx (sfxinfo_t *sfx);
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bool Init ();
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void Shutdown ();
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void DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int maxfrequency);
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int DrawChannelGroupOutput(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, int mode);
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int DrawSystemOutput(float *wavearray, int width, int height, int y, int mode);
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int DrawChannelGroupWaveData(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, bool skip);
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int DrawSystemWaveData(float *wavearray, int width, int height, int y, bool skip);
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void DrawWave(float *wavearray, int x, int y, int width, int height);
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int DrawChannelGroupSpectrum(FMOD::ChannelGroup *group, float *wavearray, int width, int height, int y, bool skip);
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int DrawSystemSpectrum(float *wavearray, int width, int height, int y, bool skip);
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void DrawSpectrum(float *spectrumarray, int x, int y, int width, int height);
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FMOD::System *Sys;
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FMOD::ChannelGroup *SfxGroup, *PausableSfx;
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FMOD::ChannelGroup *MusicGroup;
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// Just for snd_status display
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int Driver_MinFrequency;
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int Driver_MaxFrequency;
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FMOD_CAPS Driver_Caps;
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friend class FMODStreamCapsule;
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};
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#endif
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