qzdoom/src/sound/i_soundinternal.h

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#ifndef __SNDINT_H
#define __SNDINT_H
#include "basictypes.h"
// For convenience, this structure matches FMOD_REVERB_PROPERTIES.
// Since I can't very well #include system-specific stuff in the
// main game files, I duplicate it here.
struct REVERB_PROPERTIES
{
int Instance;
int Environment;
float EnvSize;
float EnvDiffusion;
int Room;
int RoomHF;
int RoomLF;
float DecayTime;
float DecayHFRatio;
float DecayLFRatio;
int Reflections;
float ReflectionsDelay;
float ReflectionsPan0;
float ReflectionsPan1;
float ReflectionsPan2;
int Reverb;
float ReverbDelay;
float ReverbPan0;
float ReverbPan1;
float ReverbPan2;
float EchoTime;
float EchoDepth;
float ModulationTime;
float ModulationDepth;
float AirAbsorptionHF;
float HFReference;
float LFReference;
float RoomRolloffFactor;
float Diffusion;
float Density;
unsigned int Flags;
};
#define REVERB_FLAGS_DECAYTIMESCALE 0x00000001
#define REVERB_FLAGS_REFLECTIONSSCALE 0x00000002
#define REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004
#define REVERB_FLAGS_REVERBSCALE 0x00000008
#define REVERB_FLAGS_REVERBDELAYSCALE 0x00000010
#define REVERB_FLAGS_DECAYHFLIMIT 0x00000020
#define REVERB_FLAGS_ECHOTIMESCALE 0x00000040
#define REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080
struct ReverbContainer
{
ReverbContainer *Next;
const char *Name;
WORD ID;
bool Builtin;
bool Modified;
REVERB_PROPERTIES Properties;
bool SoftwareWater;
};
struct SoundListener
{
FVector3 position;
FVector3 velocity;
float angle;
bool underwater;
bool valid;
ReverbContainer *Environment;
};
// Default rolloff information.
struct FRolloffInfo
{
int RolloffType;
float MinDistance;
union { float MaxDistance; float RolloffFactor; };
};
struct SoundHandle
{
void *data;
bool isValid() const { return data != NULL; }
void Clear() { data = NULL; }
};
struct FISoundChannel
{
void *SysChannel; // Channel information from the system interface.
QWORD_UNION StartTime; // Sound start time in DSP clocks.
// The sound interface doesn't use these directly but it needs to pass them to a
// callback that can't be passed a sound channel pointer
FRolloffInfo Rolloff;
float DistanceScale;
};
#endif