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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plSound.h - Base sound class header //
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// //
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//// History /////////////////////////////////////////////////////////////////
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// //
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// 10.12.01 mcn - Added preliminary soft region (volume) support. //
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// 7.12.02 mcn - Added EAX support //
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// 7.15.02 mcn - Added support for animated volumes //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef plSound_h
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#define plSound_h
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#include "hsTemplates.h"
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#include "hsGeometry3.h"
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#include "plEAXEffects.h"
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#include "../pnNetCommon/plSynchedObject.h"
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#include "../plAvatar/plAGChannel.h"
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#include "../plAvatar/plAGApplicator.h"
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#include "../plAudioCore/plSoundBuffer.h"
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class hsResMgr;
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class hsStream;
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class plSoundProxy;
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class plDrawableSpans;
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class hsGMaterial;
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class plSoundMsg;
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class plSoftVolume;
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class plGraphPlate;
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struct hsMatrix44;
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class plSoundBuffer;
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class plSceneObject;
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class plSoundVolumeApplicator;
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// Set this to 1 to do our own distance attenuation (model doesn't work yet tho)
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#define MCN_HACK_OUR_ATTEN 0
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#define MAX_INCIDENTALS 4
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class plSound : public plSynchedObject
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{
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friend class plSoundSDLModifier;
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friend class plSoundVolumeApplicator;
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public:
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plSound();
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virtual ~plSound();
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CLASSNAME_REGISTER( plSound );
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GETINTERFACE_ANY( plSound, plSynchedObject );
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enum Property
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{
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kPropIs3DSound = 0x00000001,
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kPropDisableLOD = 0x00000002,
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kPropLooping = 0x00000004,
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kPropAutoStart = 0x00000008,
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kPropLocalOnly = 0x00000010, // Disables network synching and triggering
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kPropLoadOnlyOnCall = 0x00000020, // Only load and unload when we're told to
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kPropFullyDisabled = 0x00000040, // This sound should never play while this is set
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// Only plWin32LinkSound uses it. Placed here as a TODO though...
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kPropDontFade = 0x00000080,
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kPropIncidental = 0x00000100 // Incidental sound, will be played thru the incidental manager
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};
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enum Type
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{
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kStartType,
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kSoundFX = kStartType, // For now, 3D sounds are always marked as this
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kAmbience,
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kBackgroundMusic,
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kGUISound,
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kNPCVoices,
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kNumTypes
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};
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enum Refs
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{
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kRefSoftVolume = 0,
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kRefDataBuffer, // plugins only
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kRefParentSceneObject,
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kRefSoftOcclusionRegion
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};
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enum
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{
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kSoftRegion = 0
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};
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enum StreamType
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{
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kNoStream,
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kStreamFromRAM,
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kStreamFromDisk,
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kStreamCompressed
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};
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class plFadeParams
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{
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friend class plSound;
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public:
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enum Type
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{
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kLinear,
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kLogarithmic,
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kExponential
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};
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hsScalar fLengthInSecs; // Time to take to fade
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hsScalar fVolStart; // Set one of these two for fade in/out,
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hsScalar fVolEnd; // the other becomes the current volume
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UInt8 fType;
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hsBool fStopWhenDone; // Actually stop the sound once the fade is complete
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hsBool fFadeSoftVol; // Fade the soft volume instead of fCurrVolume
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plFadeParams() { fLengthInSecs = 0.f; fCurrTime = -1.f; fStopWhenDone = false; fFadeSoftVol = false; fVolStart = fVolEnd = 0.f; fType = kLinear; }
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plFadeParams( Type type, hsScalar len, hsScalar start, hsScalar end )
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{
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fLengthInSecs = len; fVolStart = start; fVolEnd = end; fType = type;
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fStopWhenDone = false;
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fFadeSoftVol = false;
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}
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void Read( hsStream *s );
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void Write( hsStream *s );
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hsScalar InterpValue( void );
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protected:
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hsScalar fCurrTime; // -1 if we aren't active, else it's how far we're into the animation
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};
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virtual hsBool LoadSound( hsBool is3D ) = 0;
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hsScalar GetVirtualStartTime( void ) const { return (hsScalar)fVirtualStartTime; }
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virtual void Play();
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void SynchedPlay( unsigned bytes );
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void SynchedPlay( hsScalar virtualStartTime );
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virtual void Stop();
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virtual void FastForwardPlay();
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virtual void FastForwardToggle();
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virtual void SetMin(const int m); // sets minimum falloff distance
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virtual void SetMax(const int m); // sets maximum falloff distance
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virtual int GetMin() const;
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virtual int GetMax() const;
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virtual void SetVolume(const float volume);
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virtual float GetVolume(void) const { return fCurrVolume; }
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hsScalar GetMaxVolume() { return fMaxVolume; }
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virtual hsBool IsPlaying() { return fPlaying; }
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void SetTime(double t);
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virtual double GetTime( void ) { return 0.f; }
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virtual void Activate(hsBool forcePlay = false);
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virtual void DeActivate();
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virtual void SetLength(double l) { fLength = l; }
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virtual void SetMuted( hsBool muted );
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virtual hsBool IsMuted( void ) { return fMuted; }
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void Disable() { fDistAttenuation = 0; }
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virtual plSoundMsg* GetStatus(plSoundMsg* pMsg){return NULL;}
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virtual void SetConeOrientation(hsScalar x, hsScalar y, hsScalar z);
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virtual void SetOuterVolume( const int v ); // volume for the outer cone (if applicable)
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virtual void SetConeAngles( int inner, int outer );
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virtual void SetPosition(const hsPoint3 pos);
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virtual void SetVelocity(const hsVector3 vel);
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virtual hsPoint3 GetPosition() const;
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virtual hsVector3 GetVelocity() const;
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virtual void Update();
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plSoundBuffer * GetDataBuffer( void ) const { return (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded(); }
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hsScalar QueryCurrVolume( void ) const; // Returns the current volume, attenuated
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const char * GetFileName( void ) const;
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virtual double GetLength();
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void SetProperty( Property prop, hsBool on ) { if( on ) fProperties |= prop; else fProperties &= ~prop; }
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hsBool IsPropertySet( Property prop ) const { return ( fProperties & prop ) ? true : false; }
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virtual void RefreshVolume( void );
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virtual void SetStartPos(unsigned bytes) = 0;
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virtual unsigned GetByteOffset(){return 0;}
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virtual float GetActualTimeSec() = 0;
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virtual void AddCallbacks(plSoundMsg* pMsg) = 0;
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virtual void RemoveCallbacks(plSoundMsg* pMsg) = 0;
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virtual UInt8 GetChannelSelect( void ) const { return 0; } // Only defined on Win32Sound right now, should be here tho
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual void SetFadeInEffect( plFadeParams::Type type, hsScalar length );
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virtual void SetFadeOutEffect( plFadeParams::Type type, hsScalar length );
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virtual hsScalar CalcSoftVolume( hsBool enable, hsScalar distToListenerSquared );
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virtual void UpdateSoftVolume( hsBool enable, hsBool firstTime = false );
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virtual hsBool MsgReceive( plMessage* pMsg );
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virtual hsBool DirtySynchState( const char *sdlName = nil, UInt32 sendFlags = 0 ); // call when state has changed
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// Tests whether this sound is within range of the given position, not counting soft regions
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hsBool IsWithinRange( const hsPoint3 &listenerPos, hsScalar *distSquared );
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// Type setting and getting, from the Types enum
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void SetType( UInt8 type ) { fType = type; }
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UInt8 GetType( void ) const { return fType; }
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// Priority stuff
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void SetPriority( UInt8 pri ) { fPriority = pri; }
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UInt8 GetPriority( void ) const { return fPriority; }
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// Visualization
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virtual plDrawableSpans* CreateProxy(const hsMatrix44& l2w, hsGMaterial* mat, hsTArray<UInt32>& idx, plDrawableSpans* addTo);
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// Forced loading/unloading (for when the audio system's LOD just doesn't cut it)
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virtual void ForceLoad( );
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virtual void ForceUnload( void );
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// Note: ONLY THE AUDIOSYS SHOULD CALL THIS. If you're not the audioSys, get lost.
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static void SetCurrDebugPlate( const plKey soundKey );
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void RegisterOnAudioSys( void );
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void UnregisterOnAudioSys( void );
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// Also only for the audio system
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hsScalar GetVolumeRank( void );
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void ForceUnregisterFromAudioSys( void );
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static void SetLoadOnDemand( hsBool activate ) { fLoadOnDemandFlag = activate; }
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static void SetLoadFromDiskOnDemand( hsBool activate ) { fLoadFromDiskOnDemand = activate; }
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const plEAXSourceSettings &GetEAXSettings( void ) const { return fEAXSettings; }
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plEAXSourceSettings &GetEAXSettings( void ) { return fEAXSettings; }
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virtual StreamType GetStreamType() const { return kNoStream; }
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virtual void FreeSoundData();
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protected:
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hsBool fPlaying;
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hsBool fActive;
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double fTime;
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int fMaxFalloff;
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int fMinFalloff;
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hsScalar fCurrVolume;
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hsScalar fDesiredVol; // Equal to fCurrVolume except when we're fading or muted
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hsScalar fFadedVolume;
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hsScalar fMaxVolume;
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int fOuterVol;
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int fInnerCone;
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int fOuterCone;
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double fLength;
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int fProperties;
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UInt8 fType;
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UInt8 fPriority;
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hsBool fMuted, fFading, fRegisteredForTime, fPlayOnReactivate, fFreeData;
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hsBool fNotHighEnoughPriority; // Set whenever the audioSys calls UpdateSoftVolume() with enable=false,
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// thus indicating that we slipped off the top 16 most wanted list.
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// Do these need to be synched values? They weren't before...
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hsVector3 fConeOrientation;
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hsPoint3 f3DPosition;
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hsVector3 f3DVelocity;
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hsBool fPlayWhenLoaded;
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double fSynchedStartTimeSec;
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// Just around for reference and sending messages upward (synched state)
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plSceneObject *fOwningSceneObject;
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// EAX Settings storage here
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plEAXSourceSettings fEAXSettings;
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hsBool fQueued;
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plFadeParams fFadeInParams, fFadeOutParams;
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plFadeParams fCoolSoftVolumeTrickParams;
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plFadeParams *fCurrFadeParams;
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plSoftVolume *fSoftRegion;
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hsScalar fSoftVolume;
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hsScalar fDistAttenuation, fDistToListenerSquared;
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double fVirtualStartTime;
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hsBool fRegistered;
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static unsigned fIncidentalsPlaying;
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plSoftVolume *fSoftOcclusionRegion;
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plSoundBuffer *fDataBuffer; // Not always around
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hsBool fDataBufferLoaded;
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plKey fDataBufferKey; // Always around
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static plGraphPlate *fDebugPlate;
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static plSound *fCurrDebugPlateSound;
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static hsBool fLoadOnDemandFlag, fLoadFromDiskOnDemand;
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hsBool fLoading;
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void IUpdateDebugPlate( void );
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void IPrintDbgMessage( const char *msg, hsBool isErr = false );
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virtual void ISetActualVolume(const float v) = 0;
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virtual void IActuallyStop( void );
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virtual hsBool IActuallyPlaying( void ) = 0;
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virtual void IActuallyPlay( void ) = 0;
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virtual void IFreeBuffers( void ) = 0;
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//NOTE: if isIncidental is true the entire sound will be loaded.
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virtual plSoundBuffer::ELoadReturnVal IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental = false );
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virtual void ISetActualTime( double t ) = 0;
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virtual hsBool IActuallyLoaded( void ) = 0;
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virtual void IRefreshEAXSettings( hsBool force = false ) = 0;
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virtual hsScalar IGetChannelVolume( void ) const;
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void ISynchToStartTime( void );
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void ISynchedPlay( double virtualStartTime );
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void IStartFade( plFadeParams *params, hsScalar offsetIntoFade = 0.f );
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void IStopFade( hsBool shuttingDown = false, hsBool SetVolEnd = true);
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hsBool IWillBeAbleToPlay( void );
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void ISetSoftRegion( plSoftVolume *region );
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hsScalar IAttenuateActualVolume( hsScalar volume ) const;
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void ISetSoftOcclusionRegion( plSoftVolume *region );
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// Override to make sure the buffer is available before the base class is called
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virtual void IRefreshParams( void );
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virtual bool ILoadDataBuffer( void );
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virtual void IUnloadDataBuffer( void );
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//virtual void ISetMinDistance( const int m ) = 0;
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//virtual void ISetMaxDistance( const int m ) = 0;
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//virtual void ISetOuterVolume( const int v ) = 0;
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//virtual void ISetConeAngles( int inner, int outer ) = 0;
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//virtual void ISetActualConeOrient( hsVector3 &vector ) = 0;
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//virtual void ISetVelocity( const hsVector3 vel ) = 0;
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//virtual void ISetPosition( const hsPoint3 pos ) = 0;
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virtual void IRead( hsStream *s, hsResMgr *mgr );
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virtual void IWrite( hsStream *s, hsResMgr *mgr );
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};
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//// plSoundVolumeApplicator /////////////////////////////////////////////////
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// Tiny helper for handling animated volumes
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class plSoundVolumeApplicator : public plAGApplicator
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{
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public:
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plSoundVolumeApplicator() { }
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plSoundVolumeApplicator( UInt32 index ) { fIndex = index; }
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CLASSNAME_REGISTER( plSoundVolumeApplicator );
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GETINTERFACE_ANY( plSoundVolumeApplicator, plAGApplicator );
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virtual plAGApplicator *CloneWithChannel( plAGChannel *channel );
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virtual void Write( hsStream *stream, hsResMgr *mgr );
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virtual void Read( hsStream *s, hsResMgr *mgr );
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protected:
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UInt32 fIndex;
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virtual void IApply( const plAGModifier *mod, double time );
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};
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#endif //plWin32Sound_h
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