mirror of
https://github.com/ptitSeb/Serious-Engine
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147 lines
4.5 KiB
C
147 lines
4.5 KiB
C
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_SOUNDLIBRARY_H
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#define SE_INCL_SOUNDLIBRARY_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/Lists.h>
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#include <Engine/Base/Timer.h>
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#include <Engine/Base/Synchronization.h>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Templates/StaticStackArray.h>
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#include <Engine/Templates/DynamicArray.h>
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#ifdef PLATFORM_WIN32 /* rcg10042001 */
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#include <Engine/Sound/DSound.h>
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#include <Engine/Sound/EAX.h>
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#endif
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/* !!! FIXME: rcg10042001 This is going to need OpenAL or SDL_audio... */
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// Mixer
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// set master volume and resets mixer buffer (wipes it with zeroes and keeps pointers)
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void ResetMixer( const SLONG *pslBuffer, const SLONG slBufferSize);
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// copy mixer buffer to the output buffer(s)
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void CopyMixerBuffer_stereo( const SLONG slSrcOffset, const void *pDstBuffer, const SLONG slBytes);
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void CopyMixerBuffer_mono( const SLONG slSrcOffset, const void *pDstBuffer, const SLONG slBytes);
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// normalize mixed sounds
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void NormalizeMixerBuffer( const FLOAT snd_fNormalizer, const SLONG slBytes, FLOAT &_fLastNormalizeValue);
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// mix in one sound object to mixer buffer
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void MixSound( class CSoundObject *pso);
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/*
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* Timer handler for sound mixing.
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*/
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class ENGINE_API CSoundTimerHandler : public CTimerHandler {
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public:
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/* This is called every TickQuantum seconds. */
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virtual void HandleTimer(void);
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};
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/*
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* Sound Library class
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*/
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class ENGINE_API CSoundLibrary {
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public:
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enum SoundFormat {
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SF_NONE = 0,
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SF_11025_16 = 1,
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SF_22050_16 = 2,
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SF_44100_16 = 3,
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SF_ILLEGAL = 4
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};
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//private:
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public:
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CTCriticalSection sl_csSound; // sync. access to sounds
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CSoundTimerHandler sl_thTimerHandler; // handler for mixing sounds in timer
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/* rcg !!! FIXME: This needs to be abstracted. */
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#ifdef PLATFORM_WIN32
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INDEX sl_ctWaveDevices; // number of devices detected
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BOOL sl_bUsingDirectSound;
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BOOL sl_bUsingEAX;
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HWAVEOUT sl_hwoWaveOut; // wave out handle
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CStaticStackArray<HWAVEOUT> sl_ahwoExtra; // preventively taken channels
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LPDIRECTSOUND sl_pDS; // direct sound 'handle'
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LPKSPROPERTYSET sl_pKSProperty; // for setting properties of EAX
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LPDIRECTSOUNDBUFFER sl_pDSPrimary; // and buffers
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LPDIRECTSOUNDBUFFER sl_pDSSecondary; // 2D usage
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LPDIRECTSOUNDBUFFER sl_pDSSecondary2;
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LPDIRECTSOUND3DLISTENER sl_pDSListener; // 3D EAX
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LPDIRECTSOUND3DBUFFER sl_pDSSourceLeft;
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LPDIRECTSOUND3DBUFFER sl_pDSSourceRight;
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UBYTE *sl_pubBuffersMemory; // memory allocated for the sound buffer(s) output
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CStaticArray<WAVEHDR> sl_awhWOBuffers; // the waveout buffers
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SoundFormat sl_EsfFormat; // sound format (external)
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WAVEFORMATEX sl_SwfeFormat; // primary sound buffer format
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SLONG *sl_pslMixerBuffer; // buffer for mixing sounds (32-bit!)
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SWORD *sl_pswDecodeBuffer; // buffer for decoding encoded sounds (ogg, mpeg...)
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SLONG sl_slMixerBufferSize; // mixer buffer size
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SLONG sl_slDecodeBufferSize; // decoder buffer size
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CListHead sl_ClhAwareList; // list of sound mode aware objects
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CListHead sl_lhActiveListeners; // active listeners for current frame of listening
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#else
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SoundFormat sl_EsfFormat;
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#endif
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/* Return library state (active <==> format <> NONE */
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inline BOOL IsActive(void) {return sl_EsfFormat != SF_NONE;};
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/* Clear Library WaveOut */
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void ClearLibrary(void);
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public:
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/* Constructor */
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CSoundLibrary(void);
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/* Destructor */
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~CSoundLibrary(void);
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DECLARE_NOCOPYING(CSoundLibrary);
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/* Initialization */
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void Init(void);
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/* Clear Sound Library */
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void Clear(void);
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/* Set Format */
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SoundFormat SetFormat( SoundFormat EsfNew, BOOL bReport=FALSE);
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/* Get Format */
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inline SoundFormat GetFormat(void) { return sl_EsfFormat; };
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/* Update all 3d effects and copy internal data. */
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void UpdateSounds(void);
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/* Update Mixer */
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void MixSounds(void);
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/* Mute output until next UpdateSounds() */
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void Mute(void);
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/* Set listener enviroment properties (EAX) */
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BOOL SetEnvironment( INDEX iEnvNo, FLOAT fEnvSize=0);
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/* Add sound in sound aware list */
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void AddSoundAware( CSoundData &CsdAdd);
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/* Remove a sound mode aware object */
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void RemoveSoundAware( CSoundData &CsdRemove);
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// listen from this listener this frame
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void Listen(CSoundListener &sl);
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};
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// pointer to global sound library object
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ENGINE_API extern CSoundLibrary *_pSound;
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#endif /* include-once check. */
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