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https://github.com/ZDoom/gzdoom.git
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9e42cdaf08
consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. SVN r1034 (trunk)
128 lines
4.4 KiB
C++
128 lines
4.4 KiB
C++
/*
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** i_sound.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __I_SOUND__
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#define __I_SOUND__
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#include "s_sound.h"
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enum ECodecType
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{
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CODEC_Unknown,
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CODEC_Vorbis,
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};
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class SoundStream
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{
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public:
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virtual ~SoundStream ();
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enum
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{ // For CreateStream
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Mono = 1,
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Bits8 = 2,
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Bits32 = 4,
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Float = 8,
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// For OpenStream
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Loop = 16
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};
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virtual bool Play(bool looping, float volume) = 0;
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virtual void Stop() = 0;
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virtual void SetVolume(float volume) = 0;
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virtual bool SetPaused(bool paused) = 0;
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virtual unsigned int GetPosition() = 0;
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virtual bool IsEnded() = 0;
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virtual bool SetPosition(int pos);
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virtual FString GetStats();
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};
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typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, void *userdata);
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class SoundRenderer
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{
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public:
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SoundRenderer ();
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virtual ~SoundRenderer ();
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virtual void SetSfxVolume (float volume) = 0;
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virtual void SetMusicVolume (float volume) = 0;
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virtual void LoadSound (sfxinfo_t *sfx) = 0; // load a sound from disk
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virtual void UnloadSound (sfxinfo_t *sfx) = 0; // unloads a sound from memory
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virtual unsigned int GetMSLength(sfxinfo_t *sfx) = 0; // Gets the length of a sound at its default frequency
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virtual float GetOutputRate() = 0;
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// Streaming sounds.
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virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0;
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virtual SoundStream *OpenStream (const char *filename, int flags, int offset, int length) = 0;
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// Starts a sound.
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virtual FSoundChan *StartSound (sfxinfo_t *sfx, float vol, int pitch, int chanflags) = 0;
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virtual FSoundChan *StartSound3D (sfxinfo_t *sfx, float vol, float distscale, int pitch, int priority, float pos[3], float vel[3], sector_t *sector, int channum, int chanflags) = 0;
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// Stops a sound channel.
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virtual void StopSound (FSoundChan *chan) = 0;
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// Pauses or resumes all sound effect channels.
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virtual void SetSfxPaused (bool paused) = 0;
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// Pauses or resumes *every* channel, including environmental reverb.
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virtual void SetInactive(bool inactive) = 0;
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// Updates the volume, separation, and pitch of a sound channel.
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virtual void UpdateSoundParams3D (FSoundChan *chan, float pos[3], float vel[3]) = 0;
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// For use by I_PlayMovie
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virtual void MovieDisableSound () = 0;
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virtual void MovieResumeSound () = 0;
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virtual void UpdateListener () = 0;
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virtual void UpdateSounds () = 0;
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virtual bool IsValid () = 0;
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virtual void PrintStatus () = 0;
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virtual void PrintDriversList () = 0;
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virtual FString GatherStats ();
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virtual short *DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type);
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virtual void DrawWaveDebug(int mode);
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};
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extern SoundRenderer *GSnd;
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void I_InitSound ();
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void I_ShutdownSound ();
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#endif
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