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168 lines
5.5 KiB
168 lines
5.5 KiB
4 years ago
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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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// plDSoundBuffer - Simple wrapper class for a DirectSound buffer. //
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// Allows us to simplify all the work done behind the //
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// scenes in plWin32BufferThread. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plDSoundBuffer_h
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#define _plDSoundBuffer_h
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#include "hsStlUtils.h"
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#include "hsTemplates.h"
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#include "plEAXEffects.h"
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#define STREAMING_BUFFERS 16
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#define STREAM_BUFFER_SIZE 4608*4
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//#define VOICE_BUFFERS 4
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//#define VOICE_BUFFER_SIZE 4608
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class plWAVHeader;
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class plAudioFileReader;
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// Ported to OpenAL from DirectSound May 2006. Idealy the openal sources would be seperate from this class.
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// OpenAl sound buffer, and source.
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class plDSoundBuffer
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{
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public:
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plDSoundBuffer( UInt32 size, plWAVHeader &bufferDesc, hsBool enable3D, hsBool looping, hsBool tryStatic = false, bool streaming = false );
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~plDSoundBuffer();
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void Play();
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void Stop();
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void Pause();
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void Rewind() ;
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UInt32 GetLengthInBytes() const;
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void SetScalarVolume( hsScalar volume ); // Sets the volume, but on a range from 0 to 1
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unsigned GetSource() { return source; }
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void SetPosition(float x, float y, float z);
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void SetOrientation(float x, float y, float z);
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void SetVelocity(float x, float y, float z);
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void SetConeAngles(int inner, int outer);
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void SetConeOrientation(float x, float y, float z);
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void SetConeOutsideVolume(int vol);
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void SetLooping( hsBool loop );
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void SetMinDistance( int dist);
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void SetMaxDistance( int dist );
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hsBool IsValid() const { return fValid; }
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hsBool IsPlaying();
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hsBool IsLooping() const { return fLooping; }
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hsBool IsEAXAccelerated() const;
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bool FillBuffer(void *data, unsigned bytes, plWAVHeader *header);
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// Streaming support
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bool SetupStreamingSource(plAudioFileReader *stream);
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bool SetupStreamingSource(void *data, unsigned bytes);
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int BuffersProcessed();
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bool StreamingFillBuffer(plAudioFileReader *stream);
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bool SetupVoiceSource();
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bool VoiceFillBuffer(void *data, unsigned bytes, unsigned buferId);
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void UnQueueVoiceBuffers();
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unsigned GetByteOffset();
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UInt32 GetBufferBytePos( hsScalar timeInSecs ) const;
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UInt32 BytePosToMSecs( UInt32 bytePos ) const;
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void SetEAXSettings( plEAXSourceSettings *settings, hsBool force = false );
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void SetTimeOffsetBytes(unsigned bytes);
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UInt8 GetBlockAlign( void ) const;
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static UInt32 GetNumBuffers() { return fNumBuffers; }
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float GetDefaultMinDistance() { return fDefaultMinDistance; }
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bool GetAvailableBufferId(unsigned *bufferId);
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unsigned GetNumQueuedBuffers(){ return fNumQueuedBuffers;} // returns the max number of buffers queued on a source
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float GetTimeOffsetSec();
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void SetTimeOffsetSec(float seconds);
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int BuffersQueued();
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protected:
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enum BufferType
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{
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kStatic,
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kStreaming,
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kVoice,
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};
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BufferType fType;
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hsBool fValid, fLooping;
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UInt32 fLockLength;
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void * fLockPtr;
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hsTArray<UInt32> fPosNotifys;
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bool fStreaming;
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plWAVHeader* fBufferDesc;
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UInt32 fBufferSize;
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unsigned buffer; // used if this is not a streaming buffer
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unsigned streamingBuffers[STREAMING_BUFFERS]; // used if this is a streaming buffer
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std::list<unsigned> mAvailableBuffers; // used for doing our own buffer management. Specifically voice chat, since we dont want old buffers queued
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unsigned source;
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unsigned int fStreamingBufferSize;
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plEAXSource fEAXSource;
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static UInt32 fNumBuffers;
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static float fDefaultMinDistance;
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unsigned fNumQueuedBuffers;
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hsScalar fPrevVolume;
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void IAllocate( UInt32 size, plWAVHeader &bufferDesc, hsBool enable3D, hsBool tryStatic );
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void IRelease();
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int IGetALFormat(unsigned bitsPerSample, unsigned int numChannels);
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};
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#endif //_plDSoundBuffer_h
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