qzdoom-gpl/src/sound/fmodsound.h

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#ifndef FMODSOUND_H
#define FMODSOUND_H
#include "i_sound.h"
#include <fmod.h>
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 ();
void GatherStats (char *outstring);
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