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https://github.com/ZDoom/raze-gles.git
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174 lines
5.6 KiB
C++
174 lines
5.6 KiB
C++
/*
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** i_sound.h
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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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#ifndef __I_SOUND__
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#define __I_SOUND__
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#include <vector>
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#include "i_soundinternal.h"
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#include "zstring.h"
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#include <zmusic.h>
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class FileReader;
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struct FSoundChan;
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enum EStartSoundFlags
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{
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SNDF_LOOP=1,
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SNDF_NOPAUSE=2,
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SNDF_AREA=4,
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SNDF_ABSTIME=8,
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SNDF_NOREVERB=16,
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};
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enum ECodecType
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{
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CODEC_Unknown,
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CODEC_Vorbis,
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};
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class SoundStream
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{
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public:
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virtual ~SoundStream () {}
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enum
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{ // For CreateStream
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Mono = 1,
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Bits8 = 2,
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Bits32 = 4,
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Float = 8,
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// For OpenStream
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Loop = 16
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};
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virtual bool Play(bool looping, float volume) = 0;
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virtual void Stop() = 0;
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virtual void SetVolume(float volume) = 0;
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virtual bool SetPaused(bool paused) = 0;
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virtual bool IsEnded() = 0;
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virtual FString GetStats();
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};
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typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, void *userdata);
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struct SoundDecoder;
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class MIDIDevice;
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class SoundRenderer
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{
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public:
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SoundRenderer ();
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virtual ~SoundRenderer ();
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virtual bool IsNull() { return false; }
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virtual void SetSfxVolume (float volume) = 0;
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virtual void SetMusicVolume (float volume) = 0;
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virtual SoundHandle LoadSound(uint8_t *sfxdata, int length) = 0;
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SoundHandle LoadSoundVoc(uint8_t *sfxdata, int length);
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virtual SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1) = 0;
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virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
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virtual unsigned int GetMSLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
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virtual unsigned int GetSampleLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
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virtual float GetOutputRate() = 0;
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// Streaming sounds.
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virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0;
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// Starts a sound.
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virtual FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan, float startTime = 0.f) = 0;
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virtual FISoundChannel *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, FISoundChannel *reuse_chan, float startTime = 0.f) = 0;
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// Stops a sound channel.
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virtual void StopChannel (FISoundChannel *chan) = 0;
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// Changes a channel's volume.
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virtual void ChannelVolume (FISoundChannel *chan, float volume) = 0;
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// Changes a channel's pitch.
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virtual void ChannelPitch(FISoundChannel *chan, float volume) = 0;
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// Marks a channel's start time without actually playing it.
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virtual void MarkStartTime (FISoundChannel *chan, float startTime = 0.f) = 0;
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// Returns position of sound on this channel, in samples.
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virtual unsigned int GetPosition(FISoundChannel *chan) = 0;
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// Gets a channel's audibility (real volume).
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virtual float GetAudibility(FISoundChannel *chan) = 0;
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// Synchronizes following sound startups.
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virtual void Sync (bool sync) = 0;
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// Pauses or resumes all sound effect channels.
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virtual void SetSfxPaused (bool paused, int slot) = 0;
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// Pauses or resumes *every* channel, including environmental reverb.
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enum EInactiveState
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{
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INACTIVE_Active, // sound is active
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INACTIVE_Complete, // sound is completely paused
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INACTIVE_Mute // sound is only muted
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};
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virtual void SetInactive(EInactiveState inactive) = 0;
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// Updates the volume, separation, and pitch of a sound channel.
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virtual void UpdateSoundParams3D (SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel) = 0;
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virtual void UpdateListener (SoundListener *) = 0;
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virtual void UpdateSounds () = 0;
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virtual bool IsValid () = 0;
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virtual void PrintStatus () = 0;
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virtual void PrintDriversList () = 0;
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virtual FString GatherStats ();
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virtual void DrawWaveDebug(int mode);
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};
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extern SoundRenderer *GSnd;
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extern bool nosfx;
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extern bool nosound;
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void I_InitSound ();
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void I_CloseSound();
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extern ReverbContainer *DefaultEnvironments[26];
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bool IsOpenALPresent();
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void S_SoundReset();
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#endif
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