qzdoom/src/sound/i_musicinterns.h
Randy Heit ea3b76815d - Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
  freely passed to functions expecting C strings. (Except varargs functions,
  which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.


SVN r74 (trunk)
2006-05-03 22:45:01 +00:00

350 lines
7.7 KiB
C++

#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#if defined(_WIN32_WINNT) && _WIN32_WINNT < 0x0400
#undef _WIN32_WINNT
#endif
#ifndef _WIN32_WINNT
#define _WIN32_WINNT 0x0400
#endif
#include <windows.h>
#include <mmsystem.h>
#else
#include <SDL.h>
#define FALSE 0
#define TRUE 1
#endif
#include <fmod.h>
#include "tempfiles.h"
#include "oplsynth/opl_mus_player.h"
#include "c_cvars.h"
#include "mus2midi.h"
#include "i_sound.h"
void I_InitMusicWin32 ();
void I_ShutdownMusicWin32 ();
extern float relative_volume;
// The base music class. Everything is derived from this --------------------
class MusInfo
{
public:
MusInfo () : m_Status(STATE_Stopped) {}
virtual ~MusInfo ();
virtual void SetVolume (float volume) = 0;
virtual void Play (bool looping) = 0;
virtual void Pause () = 0;
virtual void Resume () = 0;
virtual void Stop () = 0;
virtual bool IsPlaying () = 0;
virtual bool IsMIDI () const = 0;
virtual bool IsValid () const = 0;
virtual bool SetPosition (int order);
enum EState
{
STATE_Stopped,
STATE_Playing,
STATE_Paused
} m_Status;
bool m_Looping;
};
// MUS file played with MIDI output messages --------------------------------
#ifdef _WIN32
class MUSSong2 : public MusInfo
{
public:
MUSSong2 (FILE *file, char * musiccache, int length);
~MUSSong2 ();
void SetVolume (float volume);
void Play (bool looping);
void Pause ();
void Resume ();
void Stop ();
bool IsPlaying ();
bool IsMIDI () const;
bool IsValid () const;
protected:
static DWORD WINAPI PlayerProc (LPVOID lpParameter);
void OutputVolume (DWORD volume);
int SendCommand ();
enum
{
SEND_DONE,
SEND_WAIT
};
HMIDIOUT MidiOut;
HANDLE PlayerThread;
HANDLE PauseEvent;
HANDLE ExitEvent;
HANDLE VolumeChangeEvent;
DWORD SavedVolume;
bool VolumeWorks;
BYTE *MusBuffer;
MUSHeader *MusHeader;
BYTE LastVelocity[16];
BYTE ChannelVolumes[16];
size_t MusP, MaxMusP;
};
#endif
// MIDI file played with MIDI output messages -------------------------------
#ifdef _WIN32
class MIDISong2 : public MusInfo
{
public:
MIDISong2 (FILE *file, char * musiccache, int length);
~MIDISong2 ();
void SetVolume (float volume);
void Play (bool looping);
void Pause ();
void Resume ();
void Stop ();
bool IsPlaying ();
bool IsMIDI () const;
bool IsValid () const;
protected:
struct TrackInfo;
static DWORD WINAPI PlayerProc (LPVOID lpParameter);
void OutputVolume (DWORD volume);
void ProcessInitialMetaEvents ();
DWORD SendCommands ();
void SendCommand (TrackInfo *track);
TrackInfo *FindNextDue ();
HMIDIOUT MidiOut;
HANDLE PlayerThread;
HANDLE PauseEvent;
HANDLE ExitEvent;
HANDLE VolumeChangeEvent;
DWORD SavedVolume;
bool VolumeWorks;
BYTE *MusHeader;
BYTE ChannelVolumes[16];
TrackInfo *Tracks;
TrackInfo *TrackDue;
int NumTracks;
int Format;
int Division;
int Tempo;
WORD DesignationMask;
};
#endif
// MOD file played with FMOD ------------------------------------------------
class MODSong : public MusInfo
{
public:
MODSong (const char *file, int offset, int length);
~MODSong ();
void SetVolume (float volume);
void Play (bool looping);
void Pause ();
void Resume ();
void Stop ();
bool IsPlaying ();
bool IsMIDI () const { return false; }
bool IsValid () const { return m_Module != NULL; }
bool SetPosition (int order);
protected:
MODSong () {}
SoundTrackerModule *m_Module;
};
// OGG/MP3/WAV/other format streamed through FMOD ---------------------------
class StreamSong : public MusInfo
{
public:
StreamSong (const char *file, int offset, int length);
~StreamSong ();
void SetVolume (float volume);
void Play (bool looping);
void Pause ();
void Resume ();
void Stop ();
bool IsPlaying ();
bool IsMIDI () const { return false; }
bool IsValid () const { return m_Stream != NULL; }
protected:
StreamSong () : m_Stream(NULL), m_LastPos(0) {}
SoundStream *m_Stream;
int m_LastPos;
};
// SPC file, rendered with SNESAPU.DLL and streamed through FMOD ------------
typedef void (__stdcall *SNESAPUInfo_TYPE) (DWORD*, DWORD*, DWORD*);
typedef void (__stdcall *GetAPUData_TYPE) (void**, BYTE**, BYTE**, DWORD**, void**, void**, DWORD**, DWORD**);
typedef void (__stdcall *LoadSPCFile_TYPE) (void*);
typedef void (__stdcall *ResetAPU_TYPE) (DWORD);
typedef void (__stdcall *SetDSPAmp_TYPE) (DWORD);
typedef void (__stdcall *FixAPU_TYPE) (WORD, BYTE, BYTE, BYTE, BYTE, BYTE);
typedef void (__stdcall *SetAPUOpt_TYPE) (DWORD, DWORD, DWORD, DWORD, DWORD, DWORD);
typedef void *(__stdcall *EmuAPU_TYPE) (void *, DWORD, BYTE);
class SPCSong : public StreamSong
{
public:
SPCSong (FILE *file, char * musiccache, int length);
~SPCSong ();
void Play (bool looping);
bool IsPlaying ();
bool IsValid () const;
protected:
bool LoadEmu ();
void CloseEmu ();
static bool FillStream (SoundStream *stream, void *buff, int len, void *userdata);
#ifdef _WIN32
HINSTANCE HandleAPU;
#else
void *HandleAPU;
#endif
int APUVersion;
bool Stereo;
bool Is8Bit;
SNESAPUInfo_TYPE SNESAPUInfo;
GetAPUData_TYPE GetAPUData;
LoadSPCFile_TYPE LoadSPCFile;
ResetAPU_TYPE ResetAPU;
SetDSPAmp_TYPE SetDSPAmp;
FixAPU_TYPE FixAPU;
SetAPUOpt_TYPE SetAPUOpt;
EmuAPU_TYPE EmuAPU;
};
// MIDI file played with Timidity and possibly streamed through FMOD --------
class TimiditySong : public StreamSong
{
public:
TimiditySong (FILE *file, char * musiccache, int length);
~TimiditySong ();
void Play (bool looping);
void Stop ();
bool IsPlaying ();
bool IsValid () const { return CommandLine.Len() > 0; }
protected:
void PrepTimidity ();
bool LaunchTimidity ();
FTempFileName DiskName;
#ifdef _WIN32
HANDLE ReadWavePipe;
HANDLE WriteWavePipe;
HANDLE KillerEvent;
HANDLE ChildProcess;
bool Validated;
bool ValidateTimidity ();
#else // _WIN32
int WavePipe[2];
pid_t ChildProcess;
#endif
FString CommandLine;
size_t LoopPos;
static bool FillStream (SoundStream *stream, void *buff, int len, void *userdata);
#ifdef _WIN32
static const char EventName[];
#endif
};
// MUS file played by a software OPL2 synth and streamed through FMOD -------
class OPLMUSSong : public StreamSong
{
public:
OPLMUSSong (FILE *file, char * musiccache, int length);
~OPLMUSSong ();
void Play (bool looping);
bool IsPlaying ();
bool IsValid () const;
void ResetChips ();
protected:
static bool FillStream (SoundStream *stream, void *buff, int len, void *userdata);
OPLmusicBlock *Music;
};
// FLAC file streamed through FMOD (You should probably use Vorbis instead) -
class FLACSong : public StreamSong
{
public:
FLACSong (FILE *file, char * musiccache, int length);
~FLACSong ();
void Play (bool looping);
bool IsPlaying ();
bool IsValid () const;
protected:
static bool FillStream (SoundStream *stream, void *buff, int len, void *userdata);
class FLACStreamer;
FLACStreamer *State;
};
// CD track/disk played through the multimedia system -----------------------
class CDSong : public MusInfo
{
public:
CDSong (int track, int id);
~CDSong ();
void SetVolume (float volume) {}
void Play (bool looping);
void Pause ();
void Resume ();
void Stop ();
bool IsPlaying ();
bool IsMIDI () const { return false; }
bool IsValid () const { return m_Inited; }
protected:
CDSong () : m_Inited(false) {}
int m_Track;
bool m_Inited;
};
// CD track on a specific disk played through the multimedia system ---------
class CDDAFile : public CDSong
{
public:
CDDAFile (FILE *file, int length);
};
// --------------------------------------------------------------------------
extern MusInfo *currSong;
extern int nomusic;
EXTERN_CVAR (Float, snd_musicvolume)
EXTERN_CVAR (Bool, opl_enable)