qzdoom-gpl/src/sound/i_sound.h
Randy Heit 3ddac32b4f - Because setting a DSP unit inactive completely ceases all processing on it, including timing,
sounds queued up while the Channel Group Target Unit is inactive will all play at the same time
  once the unit is made active. To avoid this, it is now only deactivated when the gamestate is
  GS_LEVEL. Otherwise, it just gets muted. Fixes http://forum.zdoom.org/viewtopic.php?f=2&t=33592 "Strife voices overlap"

SVN r3818 (trunk)
2012-08-10 03:49:50 +00:00

166 lines
5.9 KiB
C++

/*
** i_sound.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __I_SOUND__
#define __I_SOUND__
#include "doomtype.h"
#include "i_soundinternal.h"
enum ECodecType
{
CODEC_Unknown,
CODEC_Vorbis,
};
enum EStartSoundFlags
{
SNDF_LOOP=1,
SNDF_NOPAUSE=2,
SNDF_AREA=4,
SNDF_ABSTIME=8,
SNDF_NOREVERB=16,
};
class SoundStream
{
public:
virtual ~SoundStream ();
enum
{ // For CreateStream
Mono = 1,
Bits8 = 2,
Bits32 = 4,
Float = 8,
// For OpenStream
Loop = 16
};
virtual bool Play(bool looping, float volume) = 0;
virtual void Stop() = 0;
virtual void SetVolume(float volume) = 0;
virtual bool SetPaused(bool paused) = 0;
virtual unsigned int GetPosition() = 0;
virtual bool IsEnded() = 0;
virtual bool SetPosition(unsigned int pos);
virtual bool SetOrder(int order);
virtual FString GetStats();
};
typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, void *userdata);
class SoundRenderer
{
public:
SoundRenderer ();
virtual ~SoundRenderer ();
virtual bool IsNull() { return false; }
virtual void SetSfxVolume (float volume) = 0;
virtual void SetMusicVolume (float volume) = 0;
virtual SoundHandle LoadSound(BYTE *sfxdata, int length) = 0;
SoundHandle LoadSoundVoc(BYTE *sfxdata, int length);
virtual SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1) = 0;
virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
virtual unsigned int GetMSLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
virtual unsigned int GetSampleLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
virtual float GetOutputRate() = 0;
// Streaming sounds.
virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0;
virtual SoundStream *OpenStream (const char *filename, int flags, int offset, int length) = 0;
// Starts a sound.
virtual FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan) = 0;
virtual 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) = 0;
// Stops a sound channel.
virtual void StopChannel (FISoundChannel *chan) = 0;
// Marks a channel's start time without actually playing it.
virtual void MarkStartTime (FISoundChannel *chan) = 0;
// Returns position of sound on this channel, in samples.
virtual unsigned int GetPosition(FISoundChannel *chan) = 0;
// Gets a channel's audibility (real volume).
virtual float GetAudibility(FISoundChannel *chan) = 0;
// Synchronizes following sound startups.
virtual void Sync (bool sync) = 0;
// Pauses or resumes all sound effect channels.
virtual void SetSfxPaused (bool paused, int slot) = 0;
// Pauses or resumes *every* channel, including environmental reverb.
enum EInactiveState
{
INACTIVE_Active, // sound is active
INACTIVE_Complete, // sound is completely paused
INACTIVE_Mute // sound is only muted
};
virtual void SetInactive(EInactiveState inactive) = 0;
// Updates the volume, separation, and pitch of a sound channel.
virtual void UpdateSoundParams3D (SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel) = 0;
virtual void UpdateListener (SoundListener *) = 0;
virtual void UpdateSounds () = 0;
virtual bool IsValid () = 0;
virtual void PrintStatus () = 0;
virtual void PrintDriversList () = 0;
virtual FString GatherStats ();
virtual short *DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type);
virtual void DrawWaveDebug(int mode);
};
extern SoundRenderer *GSnd;
extern bool nosfx;
extern bool nosound;
void I_InitSound ();
void I_ShutdownSound ();
void S_ChannelEnded(FISoundChannel *schan);
void S_ChannelVirtualChanged(FISoundChannel *schan, bool is_virtual);
float S_GetRolloff(FRolloffInfo *rolloff, float distance, bool logarithmic);
FISoundChannel *S_GetChannel(void *syschan);
extern ReverbContainer *DefaultEnvironments[26];
#endif