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087e34bbb3
- Added a cheap pitch shifting for underwater environments that should be fairly close to Duke's. It sounds okay for some sounds, but others like the BFG, where the timing of the sound actually matters, don't sound good. I shall have to replace it with a real pitch shifter DSP unit. SVN r819 (trunk)
90 lines
2.5 KiB
C++
90 lines
2.5 KiB
C++
#ifndef FMODSOUND_H
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#define FMODSOUND_H
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#include "i_sound.h"
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#include "fmod_wrap.h"
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class FMODSoundRenderer : public SoundRenderer
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{
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public:
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FMODSoundRenderer ();
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~FMODSoundRenderer ();
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bool IsValid ();
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void SetSfxVolume (float volume);
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void SetMusicVolume (float volume);
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int GetNumChannels ();
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void LoadSound (sfxinfo_t *sfx);
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void UnloadSound (sfxinfo_t *sfx);
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// Streaming sounds. PlayStream returns a channel handle that can be used with StopSound.
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SoundStream *CreateStream (SoundStreamCallback callback, int buffsamples, int flags, int samplerate, void *userdata);
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SoundStream *OpenStream (const char *filename, int flags, int offset, int length);
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long PlayStream (SoundStream *stream, int volume);
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void StopStream (SoundStream *stream);
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// Starts a sound in a particular sound channel.
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long StartSound (sfxinfo_t *sfx, float vol, float sep, int pitch, int channel, bool looping, bool pauseable);
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long StartSound3D (sfxinfo_t *sfx, float vol, int pitch, int channel, bool looping, float pos[3], float vel[3], bool pauseable);
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// Stops a sound channel.
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void StopSound (long handle);
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// Stops all sounds.
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void StopAllChannels ();
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// Pauses or resumes all sound effect channels.
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void SetSfxPaused (bool paused);
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// Returns true if the channel is still playing a sound.
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bool IsPlayingSound (long handle);
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// Updates the volume, separation, and pitch of a sound channel.
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void UpdateSoundParams (long handle, float vol, float sep, int pitch);
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void UpdateSoundParams3D (long handle, float pos[3], float vel[3]);
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// For use by I_PlayMovie
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void MovieDisableSound ();
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void MovieResumeSound ();
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void UpdateListener (AActor *listener);
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void PrintStatus ();
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void PrintDriversList ();
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FString GatherStats ();
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void ResetEnvironment ();
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private:
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// Maps sfx channels onto FMOD channels
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struct ChanMap
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{
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int soundID; // sfx playing on this channel
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FMOD::Channel *channelID;
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bool bIsLooping;
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} *ChannelMap;
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int NumChannels;
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unsigned int DriverCaps;
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int OutputType;
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bool SFXPaused;
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void DoLoad (void **slot, sfxinfo_t *sfx);
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void getsfx (sfxinfo_t *sfx);
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bool Init ();
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void Shutdown ();
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void DumpDriverCaps(FMOD_CAPS caps, int minfrequency, int maxfrequency);
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FMOD::System *Sys;
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FMOD::ChannelGroup *SfxGroup, *PausableSfx;
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FMOD::ChannelGroup *MusicGroup;
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// Just for snd_status display
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int Driver_MinFrequency;
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int Driver_MaxFrequency;
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FMOD_CAPS Driver_Caps;
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friend class FMODStreamCapsule;
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};
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#endif
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