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e033cbf9f8
method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. SVN r1208 (trunk)
336 lines
7.4 KiB
C++
336 lines
7.4 KiB
C++
/*
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** i_sound.cpp
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** Stubs for sound interfaces.
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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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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <mmsystem.h>
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#include "resource.h"
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extern HWND Window;
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extern HINSTANCE g_hInst;
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#define USE_WINDOWS_DWORD
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#else
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#define FALSE 0
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#define TRUE 1
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include "doomtype.h"
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#include "m_alloc.h"
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#include <math.h>
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#include "fmodsound.h"
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#include "m_swap.h"
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#include "stats.h"
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#include "files.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_music.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "w_wad.h"
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#include "i_video.h"
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#include "s_sound.h"
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#include "v_text.h"
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#include "gi.h"
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#include "doomdef.h"
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EXTERN_CVAR (Float, snd_sfxvolume)
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CVAR (Int, snd_samplerate, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Int, snd_buffersize, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (String, snd_output, "default", CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// killough 2/21/98: optionally use varying pitched sounds
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CVAR (Bool, snd_pitched, false, CVAR_ARCHIVE)
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SoundRenderer *GSnd;
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void I_CloseSound ();
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//
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// SFX API
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//
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//==========================================================================
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//
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// CVAR snd_sfxvolume
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//
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// Maximum volume of a sound effect.
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//==========================================================================
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CUSTOM_CVAR (Float, snd_sfxvolume, 1.f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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{
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if (self < 0.f)
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self = 0.f;
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else if (self > 1.f)
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self = 1.f;
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else if (GSnd != NULL)
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{
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GSnd->SetSfxVolume (self);
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}
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}
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class NullSoundRenderer : public SoundRenderer
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{
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public:
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virtual bool IsNull() { return true; }
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void SetSfxVolume (float volume)
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{
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}
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void SetMusicVolume (float volume)
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{
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}
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SoundHandle LoadSound(BYTE *sfxdata, int length)
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{
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SoundHandle retval = { NULL };
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return retval;
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}
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SoundHandle LoadSoundRaw(BYTE *sfxdata, int length, int frequency, int channels, int bits)
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{
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SoundHandle retval = { NULL };
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return retval;
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}
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void UnloadSound (SoundHandle sfx)
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{
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}
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unsigned int GetMSLength(SoundHandle sfx)
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{
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// Return something that isn't 0. This is only used by some
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// ambient sounds to specify a default minimum period.
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return 250;
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}
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float GetOutputRate()
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{
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return 11025; // Lies!
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}
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// Streaming sounds.
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SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata)
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{
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return NULL;
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}
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SoundStream *OpenStream (const char *filename, int flags, int offset, int length)
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{
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return NULL;
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}
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// Starts a sound. (No, not really.)
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FSoundChan *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FSoundChan *reuse_chan)
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{
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return NULL;
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}
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FSoundChan *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, FSoundChan *reuse_chan)
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{
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return NULL;
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}
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// Stops a sound channel.
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void StopSound (FSoundChan *chan)
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{
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if (chan != NULL)
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{
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S_ReturnChannel(chan);
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}
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}
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// Returns position of sound on this channel, in samples.
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unsigned int GetPosition(FSoundChan *chan)
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{
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return 0;
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}
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// Synchronizes following sound startups.
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void Sync (bool sync)
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{
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}
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// Pauses or resumes all sound effect channels.
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void SetSfxPaused (bool paused, int slot)
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{
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}
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// Pauses or resumes *every* channel, including environmental reverb.
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void SetInactive(bool inactive)
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{
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}
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// Updates the volume, separation, and pitch of a sound channel.
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void UpdateSoundParams3D (SoundListener *listener, FSoundChan *chan, const FVector3 &pos, const FVector3 &vel)
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{
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}
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void UpdateListener (SoundListener *)
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{
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}
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void UpdateSounds ()
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{
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}
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bool IsValid ()
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{
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return true;
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}
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void PrintStatus ()
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{
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Printf("Null sound module active.\n");
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}
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void PrintDriversList ()
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{
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Printf("Null sound module uses no drivers.\n");
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}
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FString GatherStats ()
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{
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return "Null sound module has no stats.";
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}
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};
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void I_InitSound ()
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{
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/* Get command line options: */
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bool nosound = !!Args->CheckParm ("-nosfx") || !!Args->CheckParm ("-nosound");
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if (nosound)
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{
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GSnd = new NullSoundRenderer;
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I_InitMusic ();
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return;
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}
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GSnd = new FMODSoundRenderer;
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if (!GSnd->IsValid ())
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{
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I_CloseSound();
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GSnd = new NullSoundRenderer;
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Printf (TEXTCOLOR_RED"Sound init failed. Using nosound.\n");
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}
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I_InitMusic ();
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snd_sfxvolume.Callback ();
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}
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void I_CloseSound ()
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{
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// Free all loaded samples
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for (unsigned i = 0; i < S_sfx.Size(); i++)
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{
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S_UnloadSound(&S_sfx[i]);
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}
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delete GSnd;
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GSnd = NULL;
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}
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void I_ShutdownSound()
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{
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if (GSnd != NULL)
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{
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S_StopAllChannels();
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I_CloseSound();
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}
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}
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CCMD (snd_status)
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{
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GSnd->PrintStatus ();
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}
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CCMD (snd_reset)
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{
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I_ShutdownMusic();
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S_EvictAllChannels();
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I_CloseSound();
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I_InitSound();
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S_RestartMusic();
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S_RestoreEvictedChannels();
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}
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CCMD (snd_listdrivers)
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{
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GSnd->PrintDriversList ();
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}
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ADD_STAT (sound)
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{
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return GSnd->GatherStats ();
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}
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SoundRenderer::SoundRenderer ()
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{
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}
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SoundRenderer::~SoundRenderer ()
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{
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}
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FString SoundRenderer::GatherStats ()
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{
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return "No stats for this sound renderer.";
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}
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short *SoundRenderer::DecodeSample(int outlen, const void *coded, int sizebytes, ECodecType type)
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{
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return NULL;
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}
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void SoundRenderer::DrawWaveDebug(int mode)
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{
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}
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SoundStream::~SoundStream ()
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{
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}
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bool SoundStream::SetPosition(unsigned int pos)
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{
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return false;
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}
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bool SoundStream::SetOrder(int order)
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{
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return false;
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}
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FString SoundStream::GetStats()
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{
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return "No stream stats available.";
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}
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