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https://github.com/ZDoom/gzdoom.git
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f74f6a1659
and a list of all attached controllers, and a second level for configuring an individual controller. - Fixed: Pressing Up at the top of a menu with more lines than fit on screen would find an incorrect bottom position if the menu had a custom top height. - Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable specific game controller input systems independant of each other. - Device change broadcasts are now sent to the Doom event queue, so device scanning can be handled in one common place. - Added a fast version of IsXInputDevice that uses the Raw Input device list, because querying WMI for this information is painfully slow. - Added support for compiling with FMOD Ex 4.26+ and running the game with an older DLL. This combination will now produce sound. SVN r1717 (trunk)
113 lines
4.3 KiB
C++
113 lines
4.3 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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SoundHandle LoadSound(BYTE *sfxdata, int length);
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SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits);
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void UnloadSound (SoundHandle sfx);
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unsigned int GetMSLength(SoundHandle sfx);
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unsigned int GetSampleLength(SoundHandle 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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FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan);
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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);
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// Stops a sound channel.
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void StopChannel (FISoundChannel *chan);
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// Returns position of sound on this channel, in samples.
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unsigned int GetPosition(FISoundChannel *chan);
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// Synchronizes following sound startups.
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void Sync (bool sync);
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// Pauses or resumes all sound effect channels.
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void SetSfxPaused (bool paused, int slot);
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// Pauses or resumes *every* channel, including environmental reverb.
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void SetInactive (bool inactive);
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// Updates the position of a sound channel.
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void UpdateSoundParams3D (SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel);
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void UpdateListener (SoundListener *listener);
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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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short *DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type);
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void DrawWaveDebug(int mode);
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private:
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DWORD ActiveFMODVersion;
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int SFXPaused;
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bool InitSuccess;
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bool DSPLocked;
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QWORD_UNION DSPClock;
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int OutputRate;
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static FMOD_RESULT F_CALLBACK ChannelCallback(FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, void *data1, void *data2);
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static float F_CALLBACK RolloffCallback(FMOD_CHANNEL *channel, float distance);
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bool HandleChannelDelay(FMOD::Channel *chan, FISoundChannel *reuse_chan, bool abstime, float freq) const;
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FISoundChannel *CommonChannelSetup(FMOD::Channel *chan, FISoundChannel *reuse_chan) const;
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FMOD_MODE SetChanHeadSettings(SoundListener *listener, FMOD::Channel *chan, const FVector3 &pos, bool areasound, FMOD_MODE oldmode) const;
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bool ReconnectSFXReverbUnit();
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void InitCreateSoundExInfo(FMOD_CREATESOUNDEXINFO *exinfo) const;
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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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FMOD::DSP *WaterLP, *WaterReverb;
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FMOD::DSPConnection *SfxConnection;
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FMOD::DSP *ChannelGroupTargetUnit;
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FMOD::DSP *SfxReverbPlaceholder;
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bool SfxReverbHooked;
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float LastWaterLP;
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unsigned int OutputPlugin;
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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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