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the rest of the game is concerned, these sounds will never stop once they have been started until they are explicitly stopped. If they are evicted from their channels, the sound code will restart them as soon as possible. This means that instead of this: if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1)) { S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); } The following is now just as effective: S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM); There are also a couple of other ramifications presented by this change: * The full state of the sound system (sans music) is now stored in save games. Any sounds that were playing when you saved will still be playing when you load. (Try saving while Korax is making a speech in Hexen to hear it.) * Using snd_reset will also preserve any playing sounds. * Movie playback is disabled, probably forever. I did not want to update the MovieDisable/ResumeSound stuff for the new eviction tracking code. A properly updated movie player will use the VMR, which doesn't need these functions, since it would pipe the sound straight through the sound system like everything else, so I decided to dump them now, which leaves the movie player in a totally unworkable state. June 26, 2008 - Changed S_Sound() to take the same floating point attenuation that the internal S_StartSound() uses. Now ambient sounds can use the public S_Sound() interface. - Fixed: S_RelinkSound() compared the points of the channels against the from actor's point, rather than checking the channels' mover. - Changed Strife's animated doors so that their sounds originate from the interior of the sector making them and not from the entire vertical height of the map. SVN r1055 (trunk)
130 lines
4.5 KiB
C++
130 lines
4.5 KiB
C++
/*
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** i_sound.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __I_SOUND__
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#define __I_SOUND__
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#include "s_sound.h"
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enum ECodecType
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{
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CODEC_Unknown,
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CODEC_Vorbis,
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};
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class SoundStream
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{
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public:
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virtual ~SoundStream ();
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enum
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{ // For CreateStream
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Mono = 1,
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Bits8 = 2,
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Bits32 = 4,
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Float = 8,
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// For OpenStream
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Loop = 16
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};
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virtual bool Play(bool looping, float volume) = 0;
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virtual void Stop() = 0;
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virtual void SetVolume(float volume) = 0;
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virtual bool SetPaused(bool paused) = 0;
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virtual unsigned int GetPosition() = 0;
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virtual bool IsEnded() = 0;
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virtual bool SetPosition(int pos);
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virtual FString GetStats();
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};
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typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, void *userdata);
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class SoundRenderer
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{
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public:
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SoundRenderer ();
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virtual ~SoundRenderer ();
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virtual void SetSfxVolume (float volume) = 0;
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virtual void SetMusicVolume (float volume) = 0;
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virtual void LoadSound (sfxinfo_t *sfx) = 0; // load a sound from disk
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virtual void UnloadSound (sfxinfo_t *sfx) = 0; // unloads a sound from memory
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virtual unsigned int GetMSLength(sfxinfo_t *sfx) = 0; // Gets the length of a sound at its default frequency
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virtual float GetOutputRate() = 0;
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// Streaming sounds.
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virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0;
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virtual SoundStream *OpenStream (const char *filename, int flags, int offset, int length) = 0;
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// Starts a sound.
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virtual FSoundChan *StartSound (sfxinfo_t *sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan) = 0;
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virtual FSoundChan *StartSound3D (sfxinfo_t *sfx, float vol, float distscale, int pitch, int priority, float pos[3], float vel[3], sector_t *sector, int channum, int chanflags, FSoundChan *reuse_chan) = 0;
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// Stops a sound channel.
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virtual void StopSound (FSoundChan *chan) = 0;
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// Returns position of sound on this channel, in samples.
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virtual unsigned int GetPosition(FSoundChan *chan) = 0;
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// Synchronizes following sound startups.
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virtual void Sync (bool sync) = 0;
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// Pauses or resumes all sound effect channels.
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virtual void SetSfxPaused (bool paused) = 0;
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// Pauses or resumes *every* channel, including environmental reverb.
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virtual void SetInactive(bool inactive) = 0;
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// Updates the volume, separation, and pitch of a sound channel.
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virtual void UpdateSoundParams3D (FSoundChan *chan, float pos[3], float vel[3]) = 0;
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virtual void UpdateListener () = 0;
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virtual void UpdateSounds () = 0;
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virtual bool IsValid () = 0;
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virtual void PrintStatus () = 0;
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virtual void PrintDriversList () = 0;
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virtual FString GatherStats ();
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virtual short *DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type);
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virtual void DrawWaveDebug(int mode);
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};
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extern SoundRenderer *GSnd;
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void I_InitSound ();
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void I_ShutdownSound ();
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#endif
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