raze-gles/source/common/sound/backend/i_sound.h
Christoph Oelckers 985e441d80 - transitioned all JSON-based savegame code to FSerializer and removed sjson.
Now everything is in place to transition the rest of the savegame code as well.
2020-02-23 14:03:03 +01:00

176 lines
5.5 KiB
C++

/*
** i_sound.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __I_SOUND__
#define __I_SOUND__
#include "i_soundinternal.h"
#include "zstring.h"
#include <zmusic.h>
class FileReader;
struct FSoundChan;
enum EStartSoundFlags
{
SNDF_LOOP=1,
SNDF_NOPAUSE=2,
SNDF_AREA=4,
SNDF_ABSTIME=8,
SNDF_NOREVERB=16,
};
enum ECodecType
{
CODEC_Unknown,
CODEC_Vorbis,
};
class SoundStream
{
public:
virtual ~SoundStream () {}
enum
{ // For CreateStream
Mono = 1,
Bits8 = 2,
Bits32 = 4,
Float = 8,
// For OpenStream
Loop = 16
};
virtual bool Play(bool looping, float volume) = 0;
virtual void Stop() = 0;
virtual void SetVolume(float volume) = 0;
virtual bool SetPaused(bool paused) = 0;
virtual bool IsEnded() = 0;
virtual FString GetStats();
};
typedef bool (*SoundStreamCallback)(SoundStream *stream, void *buff, int len, void *userdata);
struct SoundDecoder;
class MIDIDevice;
class SoundRenderer
{
public:
SoundRenderer ();
virtual ~SoundRenderer ();
virtual bool IsNull() { return false; }
virtual void SetSfxVolume (float volume) = 0;
virtual void SetMusicVolume (float volume) = 0;
virtual SoundHandle LoadSound(uint8_t *sfxdata, int length) = 0;
SoundHandle LoadSoundVoc(uint8_t *sfxdata, int length);
virtual SoundHandle LoadSoundRaw(uint8_t *sfxdata, int length, int frequency, int channels, int bits, int loopstart, int loopend = -1) = 0;
virtual void UnloadSound (SoundHandle sfx) = 0; // unloads a sound from memory
virtual unsigned int GetMSLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
virtual unsigned int GetSampleLength(SoundHandle sfx) = 0; // Gets the length of a sound at its default frequency
virtual float GetOutputRate() = 0;
// Streaming sounds.
virtual SoundStream *CreateStream (SoundStreamCallback callback, int buffbytes, int flags, int samplerate, void *userdata) = 0;
// Starts a sound.
virtual FISoundChannel *StartSound (SoundHandle sfx, float vol, int pitch, int chanflags, FISoundChannel *reuse_chan) = 0;
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) = 0;
// Stops a sound channel.
virtual void StopChannel (FISoundChannel *chan) = 0;
// Changes a channel's volume.
virtual void ChannelVolume (FISoundChannel *chan, float volume) = 0;
// Changes a channel's pitch.
virtual void ChannelPitch(FISoundChannel *chan, float volume) = 0;
// Marks a channel's start time without actually playing it.
virtual void MarkStartTime (FISoundChannel *chan) = 0;
// Returns position of sound on this channel, in samples.
virtual unsigned int GetPosition(FISoundChannel *chan) = 0;
// Gets a channel's audibility (real volume).
virtual float GetAudibility(FISoundChannel *chan) = 0;
// Synchronizes following sound startups.
virtual void Sync (bool sync) = 0;
// Pauses or resumes all sound effect channels.
virtual void SetSfxPaused (bool paused, int slot) = 0;
// Pauses or resumes *every* channel, including environmental reverb.
enum EInactiveState
{
INACTIVE_Active, // sound is active
INACTIVE_Complete, // sound is completely paused
INACTIVE_Mute // sound is only muted
};
virtual void SetInactive(EInactiveState inactive) = 0;
// Updates the volume, separation, and pitch of a sound channel.
virtual void UpdateSoundParams3D (SoundListener *listener, FISoundChannel *chan, bool areasound, const FVector3 &pos, const FVector3 &vel) = 0;
virtual void UpdateListener (SoundListener *) = 0;
virtual void UpdateSounds () = 0;
virtual bool IsValid () = 0;
virtual void PrintStatus () = 0;
virtual void PrintDriversList () = 0;
virtual FString GatherStats ();
virtual void DrawWaveDebug(int mode);
};
extern SoundRenderer *GSnd;
void I_InitSound ();
void I_CloseSound();
extern ReverbContainer *DefaultEnvironments[26];
bool IsOpenALPresent();
enum
{
PAUSESFX_MENU = 1,
PAUSESFX_CONSOLE = 2
};
#endif