qzdoom/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 ();
FString GatherStats ();
- Added some hackery at the start of MouseRead_Win32() that prevents it from yanking the mouse around if they keys haven't been read yet to combat the same situation that causes the keyboard to return DIERR_NOTACQUIRED in KeyRead(): The window is sort of in focus and sort of not. User.dll considers it to be focused and it's drawn as such, but another focused window is on top of it, and DirectInput doesn't see it as focused. - Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it handles DIERR_INPUTLOST errors. This can happen if our window had the focus stolen away from it before we tried to acquire the keyboard in DI_Init2(). Strangely, MouseRead_DI() already did this. - When a stack overflow occurs, report.txt now only includes the first and last 16KB of the stack to make it more manageable. - Limited StreamEditBinary() to the first 64KB of the file to keep it from taking too long on large dumps. - And now I know why gathering crash information in the same process that crashed can be bad: Stack overflows. You get one spare page to play with when the stack overflows. MiniDumpWriteDump() needs more than that and causes an access violation when it runs out of leftover stack, silently terminating the application. Windows XP x64 offers SetThreadStackGuarantee() to increase this, but that isn't available on anything older, including 32-bit XP. To get around this, a new thread is created to write the mini dump when the stack overflows. - Changed A_Burnination() to be closer to Strife's. - Fixed: When playing back demos, DoAddBot() can be called without an associated call to SpawnBot(). So if the bot can't spawn, botnum can go negative, which will cause problems later in DCajunMaster::Main() when it sees that wanted_botnum (0) is higher than botnum (-1). - Fixed: Stopping demo recording in multiplayer games should not abruptly drop the recorder out of the game without notifying the other players. In fact, there's no reason why it should drop them out of multiplayer at all. - Fixed: Earthquakes were unreliable in multiplayer games because P_PredictPlayer() did not preserve the player's xviewshift. - Fixed: PlayerIsGone() needs to stop any scripts that belong to the player who left, in addition to executing disconnect scripts. - Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo in case the player left but somebody still has a reference to their actor. - Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior and set Buffer to NULL. - Improved feedback for network game initialization with the console ticker. - Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source directory. They are identical, so keeping two copies of them is bad. - Fixed: (At least with Creative's driver's,) EAX settings are global and not per-application. So if you play a multiplayer ZDoom game on one computer (or even another EAX-using application), ZDoom needs to restore the environment when it regains focus. - Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently, PacketGet can receive ECONNRESET from nodes that aren't in the game. It should be safe to just ignore these packets. - Fixed: PlayerIsGone() should set the gone player's camera to NULL in case the player who left was player 0. This is because if a remaining player receives a "recoverable" error, they will become player 0. Once that happens, they game will try to update sounds through their camera and crash in FMODSoundRenderer::UpdateListener() because the zones array is now NULL. G_NewInit() should also clear all the player structures. SVN r233 (trunk)
2006-06-30 02:13:26 +00:00
void ResetEnvironment ();
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