mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 13:21:49 +00:00
6142f9d795
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
151 lines
4.1 KiB
C++
151 lines
4.1 KiB
C++
#ifndef __SNDINT_H
|
|
#define __SNDINT_H
|
|
|
|
#include <stdio.h>
|
|
#include <stdint.h>
|
|
|
|
#include "vectors.h"
|
|
#include "tarray.h"
|
|
#include "tflags.h"
|
|
|
|
enum EChanFlag
|
|
{
|
|
// modifier flags
|
|
CHANF_LISTENERZ = 8,
|
|
CHANF_MAYBE_LOCAL = 16,
|
|
CHANF_UI = 32, // Do not record sound in savegames.
|
|
CHANF_NOPAUSE = 64, // Do not pause this sound in menus.
|
|
CHANF_AREA = 128, // Sound plays from all around. Only valid with sector sounds.
|
|
CHANF_LOOP = 256,
|
|
|
|
CHANF_PICKUP = CHANF_MAYBE_LOCAL,
|
|
|
|
CHANF_NONE = 0,
|
|
CHANF_IS3D = 1, // internal: Sound is 3D.
|
|
CHANF_EVICTED = 2, // internal: Sound was evicted.
|
|
CHANF_FORGETTABLE = 4, // internal: Forget channel data when sound stops.
|
|
CHANF_JUSTSTARTED = 512, // internal: Sound has not been updated yet.
|
|
CHANF_ABSTIME = 1024, // internal: Start time is absolute and does not depend on current time.
|
|
CHANF_VIRTUAL = 2048, // internal: Channel is currently virtual
|
|
CHANF_NOSTOP = 4096, // only for A_PlaySound. Does not start if channel is playing something.
|
|
CHANF_OVERLAP = 8192, // [MK] Does not stop any sounds in the channel and instead plays over them.
|
|
CHANF_LOCAL = 16384, // only plays locally for the calling actor
|
|
CHANF_TRANSIENT = 32768, // Do not record in savegames - used for sounds that get restarted outside the sound system (e.g. ambients in SW and Blood)
|
|
CHANF_FORCE = 65536, // Start, even if sound is paused.
|
|
};
|
|
|
|
typedef TFlags<EChanFlag> EChanFlags;
|
|
DEFINE_TFLAGS_OPERATORS(EChanFlags)
|
|
|
|
class FileReader;
|
|
|
|
// For convenience, this structure matches FMOD_REVERB_PROPERTIES.
|
|
// Since I can't very well #include system-specific stuff in the
|
|
// main game files, I duplicate it here.
|
|
struct REVERB_PROPERTIES
|
|
{
|
|
int Instance;
|
|
int Environment;
|
|
float EnvSize;
|
|
float EnvDiffusion;
|
|
int Room;
|
|
int RoomHF;
|
|
int RoomLF;
|
|
float DecayTime;
|
|
float DecayHFRatio;
|
|
float DecayLFRatio;
|
|
int Reflections;
|
|
float ReflectionsDelay;
|
|
float ReflectionsPan0;
|
|
float ReflectionsPan1;
|
|
float ReflectionsPan2;
|
|
int Reverb;
|
|
float ReverbDelay;
|
|
float ReverbPan0;
|
|
float ReverbPan1;
|
|
float ReverbPan2;
|
|
float EchoTime;
|
|
float EchoDepth;
|
|
float ModulationTime;
|
|
float ModulationDepth;
|
|
float AirAbsorptionHF;
|
|
float HFReference;
|
|
float LFReference;
|
|
float RoomRolloffFactor;
|
|
float Diffusion;
|
|
float Density;
|
|
unsigned int Flags;
|
|
};
|
|
|
|
#define REVERB_FLAGS_DECAYTIMESCALE 0x00000001
|
|
#define REVERB_FLAGS_REFLECTIONSSCALE 0x00000002
|
|
#define REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004
|
|
#define REVERB_FLAGS_REVERBSCALE 0x00000008
|
|
#define REVERB_FLAGS_REVERBDELAYSCALE 0x00000010
|
|
#define REVERB_FLAGS_DECAYHFLIMIT 0x00000020
|
|
#define REVERB_FLAGS_ECHOTIMESCALE 0x00000040
|
|
#define REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080
|
|
|
|
struct ReverbContainer
|
|
{
|
|
ReverbContainer *Next;
|
|
const char *Name;
|
|
uint16_t ID;
|
|
bool Builtin;
|
|
bool Modified;
|
|
REVERB_PROPERTIES Properties;
|
|
bool SoftwareWater;
|
|
};
|
|
|
|
struct SoundListener
|
|
{
|
|
FVector3 position;
|
|
FVector3 velocity;
|
|
float angle;
|
|
bool underwater;
|
|
bool valid;
|
|
ReverbContainer *Environment;
|
|
void* ListenerObject;
|
|
};
|
|
|
|
// Default rolloff information.
|
|
struct FRolloffInfo
|
|
{
|
|
int RolloffType;
|
|
float MinDistance;
|
|
union { float MaxDistance; float RolloffFactor; };
|
|
};
|
|
|
|
struct SoundHandle
|
|
{
|
|
void *data;
|
|
|
|
bool isValid() const { return data != NULL; }
|
|
void Clear() { data = NULL; }
|
|
|
|
bool operator==(const SoundHandle &rhs) const
|
|
{ return data == rhs.data; }
|
|
bool operator!=(const SoundHandle &rhs) const
|
|
{ return !(*this == rhs); }
|
|
};
|
|
|
|
struct FISoundChannel
|
|
{
|
|
void *SysChannel; // Channel information from the system interface.
|
|
uint64_t StartTime; // Sound start time in DSP clocks.
|
|
|
|
// The sound interface doesn't use these directly but it needs to pass them to a
|
|
// callback that can't be passed a sound channel pointer
|
|
FRolloffInfo Rolloff;
|
|
float DistanceScale;
|
|
float DistanceSqr;
|
|
bool ManualRolloff;
|
|
EChanFlags ChanFlags;
|
|
};
|
|
|
|
class SoundStream;
|
|
|
|
void S_SetSoundPaused(int state);
|
|
|
|
|
|
#endif
|