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https://github.com/ZDoom/gzdoom.git
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a3e8a0cefd
arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) SVN r1059 (trunk)
107 lines
3.9 KiB
C++
107 lines
3.9 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, FSoundChan *reuse_chan);
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FSoundChan *StartSound3D (sfxinfo_t *sfx, float vol, float distscale, int pitch, int priority, const FVector3 &pos, const FVector3 &vel, const sector_t *sector, int channum, int chanflags, FSoundChan *reuse_chan);
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// Stops a sound channel.
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void StopSound (FSoundChan *chan);
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// Returns position of sound on this channel, in samples.
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unsigned int GetPosition(FSoundChan *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);
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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 (FSoundChan *chan, const FVector3 &pos, const FVector3 &vel);
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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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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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bool 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 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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void HandleChannelDelay(FMOD::Channel *chan, FSoundChan *reuse_chan, float freq) const;
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FSoundChan *CommonChannelSetup(FMOD::Channel *chan, FSoundChan *reuse_chan) const;
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FMOD_MODE SetChanHeadSettings(FMOD::Channel *chan, sfxinfo_t *sfx, const FVector3 &pos, int channum, int chanflags, const sector_t *sec, 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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FMOD::DSP *WaterLP, *WaterReverb;
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FMOD::DSPConnection *SfxConnection;
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FMOD::DSP *ChannelGroupTargetUnit;
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float LastWaterLP;
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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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