qzdoom-gpl/src/sound/fmodsound.h
Randy Heit cb18719d05 - Fixed: The new sound pausing on menu open interrupted Strife conversations.
- Did some very preliminary support for x64 compiling.
- Now I see why makewad is using the __fastcall calling convention by default:
  Because the release zlib is built with it as well.
- Fixed: Conversion from 'const char *' to 'char *' in DEM_SAVEGAME case in
  Net_DoCommand().
- Updated the project files for Visual C++ 2005.


SVN r138 (trunk)
2006-05-23 04:25:49 +00:00

82 lines
2.4 KiB
C++

#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