gzdoom/src/sound/fmodsound.h

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#ifndef FMODSOUND_H
#define FMODSOUND_H
#include "i_sound.h"
#ifndef NO_FMOD
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
#include "fmod_wrap.h"
class FMODSoundRenderer : public SoundRenderer
{
public:
FMODSoundRenderer ();
~FMODSoundRenderer ();
bool IsValid ();
void SetSfxVolume (float volume);
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
void SetMusicVolume (float volume);
SoundHandle LoadSound(BYTE *sfxdata, int length);
SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1);
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 (std::auto_ptr<FileReader> reader, int flags);
SoundStream *OpenStream (const char *url, int flags);
// 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);
// Changes a channel's volume.
void ChannelVolume (FISoundChannel *chan, float volume);
// Marks a channel's start time without actually playing it.
void MarkStartTime (FISoundChannel *chan);
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
// Returns position of sound on this channel, in samples.
unsigned int GetPosition(FISoundChannel *chan);
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
// Gets a channel's audibility (real volume).
float GetAudibility(FISoundChannel *chan);
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
// Synchronizes following sound startups.
void Sync (bool sync);
// Pauses or resumes all sound effect channels.
void SetSfxPaused (bool paused, int slot);
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
// Pauses or resumes *every* channel, including environmental reverb.
void SetInactive (EInactiveState 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:
DWORD ActiveFMODVersion;
int SFXPaused;
bool InitSuccess;
- The sound code now handles restarting looping sounds itself. As far as the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
2008-06-29 04:19:38 +00:00
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, int flags, 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();
void InitCreateSoundExInfo(FMOD_CREATESOUNDEXINFO *exinfo) const;
FMOD_RESULT SetSystemReverbProperties(const REVERB_PROPERTIES *props);
bool Init ();
void Shutdown ();
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
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);
typedef char spk[4];
static const spk SpeakerNames4[4], SpeakerNamesMore[8];
void DrawSpeakerLabels(const spk *labels, int y, int width, int count);
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
FMOD::System *Sys;
FMOD::ChannelGroup *SfxGroup, *PausableSfx;
FMOD::ChannelGroup *MusicGroup;
FMOD::DSP *WaterLP, *WaterReverb;
FMOD::DSPConnection *SfxConnection;
FMOD::DSPConnection *ChannelGroupTargetUnitOutput;
FMOD::DSP *ChannelGroupTargetUnit;
FMOD::DSP *SfxReverbPlaceholder;
bool SfxReverbHooked;
float LastWaterLP;
unsigned int OutputPlugin;
VERY IMPORTANT NOTE FOR ANYBODY BUILDING FROM THE TRUNK: This commit adds support for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update your SDKs. GCC users, be sure to do a "make cleandep && make clean" before building, or you will likely get inexplicable errors. - Fixed: If you wanted to make cleandep with MinGW, you had to specifically specify Makefile.mingw as the makefile to use. - Added a normalizer to the OPL synth. It helped bring up the volume a little, but not nearly as much as I would have liked. - Removed MIDI Mapper references. It doesn't work with the stream API, and it doesn't really exist on NT kernels, either. - Reworked music volume: Except for MIDI, all music volume is controlled through GSnd and not at the individual song level. - Removed the mididevice global variable. - Removed snd_midivolume. Now that all music uses a linear volume scale, there's no need for two separate music volume controls. - Increased snd_samplerate default up to 48000. - Added snd_format, defaulting to "PCM-16". - Added snd_speakermode, defaulting to "Auto". - Replaced snd_fpu with snd_resampler, defaulting to "Linear". - Bumped the snd_channels default up from a pitiful 12 to 32. - Changed snd_3d default to true. The new cvar snd_hw3d determines if hardware 3D support is used and default to false. - Removed the libFLAC source, since FMOD Ex has native FLAC support. - Removed the altsound code, since it was terribly gimped in comparison to the FMOD code. It's original purpose was to have been as a springboard for writing a non-FMOD sound system for Unix-y systems, but that never happened. - Finished preliminary FMOD Ex support. SVN r789 (trunk)
2008-03-09 03:13:49 +00:00
// Just for snd_status display
int Driver_MinFrequency;
int Driver_MaxFrequency;
FMOD_CAPS Driver_Caps;
friend class FMODStreamCapsule;
};
#endif
#endif