#ifndef FMODSOUND_H #define FMODSOUND_H #include "i_sound.h" #include class FMODSoundRenderer : public SoundRenderer { public: FMODSoundRenderer (); ~FMODSoundRenderer (); bool IsValid (); void SetSfxVolume (float volume); int SetChannels (int numchans); void LoadSound (sfxinfo_t *sfx); void UnloadSound (sfxinfo_t *sfx); // Streaming sounds. PlayStream returns a channel handle that can be used with StopSound. 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); // Tracker modules. SoundTrackerModule *OpenModule (const char *file, int offset, int length); // Starts a sound in a particular sound channel. long StartSound (sfxinfo_t *sfx, int vol, int sep, int pitch, int channel, bool looping, bool pauseable); long StartSound3D (sfxinfo_t *sfx, float vol, int pitch, int channel, bool looping, float pos[3], float vel[3], bool pauseable); // Stops a sound channel. void StopSound (long handle); // Pauses or resumes all sound effect channels. void SetSfxPaused (bool paused); // Returns true if the channel is still playing a sound. bool IsPlayingSound (long handle); // Updates the volume, separation, and pitch of a sound channel. void UpdateSoundParams (long handle, int vol, int sep, int pitch); void UpdateSoundParams3D (long handle, float pos[3], float vel[3]); // For use by I_PlayMovie void MovieDisableSound (); void MovieResumeSound (); void UpdateListener (AActor *listener); void PrintStatus (); void PrintDriversList (); FString GatherStats (); void ResetEnvironment (); private: // Maps sfx channels onto FMOD channels struct ChanMap { int soundID; // sfx playing on this channel long channelID; bool bIsLooping; bool bIs3D; bool bIsPauseable; unsigned int lastPos; } *ChannelMap; int NumChannels; unsigned int DriverCaps; int OutputType; bool DidInit; int PutSampleData (FSOUND_SAMPLE *sample, const BYTE *data, int len, unsigned int mode); void DoLoad (void **slot, sfxinfo_t *sfx); void getsfx (sfxinfo_t *sfx); FSOUND_SAMPLE *CheckLooping (sfxinfo_t *sfx, bool looped); void UncheckSound (sfxinfo_t *sfx, bool looped); bool Init (); void Shutdown (); }; #endif