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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plDSoundBuffer - Simple wrapper class for a DirectSound buffer. //
// Allows us to simplify all the work done behind the //
// scenes in plWin32BufferThread. //
// //
//////////////////////////////////////////////////////////////////////////////
#ifndef _plDSoundBuffer_h
#define _plDSoundBuffer_h
#include "hsStlUtils.h"
#include "hsTemplates.h"
#include "plEAXEffects.h"
#define STREAMING_BUFFERS 16
#define STREAM_BUFFER_SIZE 4608*4
//#define VOICE_BUFFERS 4
//#define VOICE_BUFFER_SIZE 4608
class plWAVHeader;
class plAudioFileReader;
// Ported to OpenAL from DirectSound May 2006. Idealy the openal sources would be seperate from this class.
// OpenAl sound buffer, and source.
class plDSoundBuffer
{
public:
plDSoundBuffer( UInt32 size, plWAVHeader &bufferDesc, hsBool enable3D, hsBool looping, hsBool tryStatic = false, bool streaming = false );
~plDSoundBuffer();
void Play();
void Stop();
void Pause();
void Rewind() ;
UInt32 GetLengthInBytes() const;
void SetScalarVolume( hsScalar volume ); // Sets the volume, but on a range from 0 to 1
unsigned GetSource() { return source; }
void SetPosition(float x, float y, float z);
void SetOrientation(float x, float y, float z);
void SetVelocity(float x, float y, float z);
void SetConeAngles(int inner, int outer);
void SetConeOrientation(float x, float y, float z);
void SetConeOutsideVolume(int vol);
void SetLooping( hsBool loop );
void SetMinDistance( int dist);
void SetMaxDistance( int dist );
hsBool IsValid() const { return fValid; }
hsBool IsPlaying();
hsBool IsLooping() const { return fLooping; }
hsBool IsEAXAccelerated() const;
bool FillBuffer(void *data, unsigned bytes, plWAVHeader *header);
// Streaming support
bool SetupStreamingSource(plAudioFileReader *stream);
bool SetupStreamingSource(void *data, unsigned bytes);
int BuffersProcessed();
bool StreamingFillBuffer(plAudioFileReader *stream);
bool SetupVoiceSource();
bool VoiceFillBuffer(void *data, unsigned bytes, unsigned buferId);
void UnQueueVoiceBuffers();
unsigned GetByteOffset();
UInt32 GetBufferBytePos( hsScalar timeInSecs ) const;
UInt32 BytePosToMSecs( UInt32 bytePos ) const;
void SetEAXSettings( plEAXSourceSettings *settings, hsBool force = false );
void SetTimeOffsetBytes(unsigned bytes);
UInt8 GetBlockAlign( void ) const;
static UInt32 GetNumBuffers() { return fNumBuffers; }
float GetDefaultMinDistance() { return fDefaultMinDistance; }
bool GetAvailableBufferId(unsigned *bufferId);
unsigned GetNumQueuedBuffers(){ return fNumQueuedBuffers;} // returns the max number of buffers queued on a source
float GetTimeOffsetSec();
void SetTimeOffsetSec(float seconds);
int BuffersQueued();
protected:
enum BufferType
{
kStatic,
kStreaming,
kVoice,
};
BufferType fType;
hsBool fValid, fLooping;
UInt32 fLockLength;
void * fLockPtr;
hsTArray<UInt32> fPosNotifys;
bool fStreaming;
plWAVHeader* fBufferDesc;
UInt32 fBufferSize;
unsigned buffer; // used if this is not a streaming buffer
unsigned streamingBuffers[STREAMING_BUFFERS]; // used if this is a streaming buffer
std::list<unsigned> mAvailableBuffers; // used for doing our own buffer management. Specifically voice chat, since we dont want old buffers queued
unsigned source;
unsigned int fStreamingBufferSize;
plEAXSource fEAXSource;
static UInt32 fNumBuffers;
static float fDefaultMinDistance;
unsigned fNumQueuedBuffers;
hsScalar fPrevVolume;
void IAllocate( UInt32 size, plWAVHeader &bufferDesc, hsBool enable3D, hsBool tryStatic );
void IRelease();
int IGetALFormat(unsigned bitsPerSample, unsigned int numChannels);
};
#endif //_plDSoundBuffer_h