/*==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 . 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==*/ ////////////////////////////////////////////////////////////////////// // // pyAudioControl - a wrapper class all the audio control functions // ////////////////////////////////////////////////////////////////////// #include "pyAudioControl.h" #include "../plAudio/plAudioSystem.h" #include "../plAudio/plVoiceChat.h" #include "../plAudio/plWinMicLevel.h" #include "../plAudio/plAudioCaps.h" // Sets the master volume of a given audio channel void pyAudioControl::SetSoundFXVolume( hsScalar volume ) { plgAudioSys::ASChannel chan; chan = plgAudioSys::kSoundFX; // make sure the volume is within range if( volume > 1.f ) volume = 1.f; else if( volume < 0.f ) volume = 0.f; plgAudioSys::SetChannelVolume( chan, volume ); } void pyAudioControl::SetMusicVolume( hsScalar volume ) { plgAudioSys::ASChannel chan; chan = plgAudioSys::kBgndMusic; // make sure the volume is within range if( volume > 1.f ) volume = 1.f; else if( volume < 0.f ) volume = 0.f; plgAudioSys::SetChannelVolume( chan, volume ); } void pyAudioControl::SetVoiceVolume( hsScalar volume ) { plgAudioSys::ASChannel chan; chan = plgAudioSys::kVoice; // make sure the volume is within range if( volume > 1.f ) volume = 1.f; else if( volume < 0.f ) volume = 0.f; plgAudioSys::SetChannelVolume( chan, volume ); } void pyAudioControl::SetAmbienceVolume( hsScalar volume ) { plgAudioSys::ASChannel chan; chan = plgAudioSys::kAmbience; // make sure the volume is within range if( volume > 1.f ) volume = 1.f; else if( volume < 0.f ) volume = 0.f; plgAudioSys::SetChannelVolume( chan, volume ); } void pyAudioControl::SetGUIVolume( hsScalar volume ) { plgAudioSys::ASChannel chan; chan = plgAudioSys::kGUI; // make sure the volume is within range if( volume > 1.f ) volume = 1.f; else if( volume < 0.f ) volume = 0.f; plgAudioSys::SetChannelVolume( chan, volume ); } void pyAudioControl::SetNPCVoiceVolume( hsScalar volume ) { plgAudioSys::ASChannel chan; chan = plgAudioSys::kNPCVoice; // make sure the volume is within range if( volume > 1.f ) volume = 1.f; else if( volume < 0.f ) volume = 0.f; plgAudioSys::SetChannelVolume( chan, volume ); } hsScalar pyAudioControl::GetSoundFXVolume() { plgAudioSys::ASChannel chan; chan = plgAudioSys::kSoundFX; return plgAudioSys::GetChannelVolume(chan); } hsScalar pyAudioControl::GetMusicVolume() { plgAudioSys::ASChannel chan; chan = plgAudioSys::kBgndMusic; return plgAudioSys::GetChannelVolume(chan); } hsScalar pyAudioControl::GetVoiceVolume() { plgAudioSys::ASChannel chan; chan = plgAudioSys::kVoice; return plgAudioSys::GetChannelVolume(chan); } hsScalar pyAudioControl::GetAmbienceVolume() { plgAudioSys::ASChannel chan; chan = plgAudioSys::kAmbience; return plgAudioSys::GetChannelVolume(chan); } hsScalar pyAudioControl::GetGUIVolume() { plgAudioSys::ASChannel chan; chan = plgAudioSys::kGUI; return plgAudioSys::GetChannelVolume(chan); } hsScalar pyAudioControl::GetNPCVoiceVolume() { plgAudioSys::ASChannel chan; chan = plgAudioSys::kNPCVoice; return plgAudioSys::GetChannelVolume(chan); } // Switch DirectX Audio on or off at runtime void pyAudioControl::Enable() { plgAudioSys::Activate(true); } void pyAudioControl::Disable() { plgAudioSys::Activate(false); } hsBool pyAudioControl::IsEnabled() { return plgAudioSys::Active(); } // Enable or disable load-on-demand for sounds void pyAudioControl::SetLoadOnDemand( hsBool state ) { plSound::SetLoadOnDemand(state); } // Enables or disables two-stage LOD, where sounds can be loaded into RAM but not into sound buffers. // ...Less of a performance hit, harder on memory. void pyAudioControl::SetTwoStageLOD( hsBool state ) { // For two-stage LOD, we want to disable LoadFromDiskOnDemand, so that we'll load into RAM at startup but not // into sound buffers until demanded to do so. Enabling LoadFromDiskOnDemand basically conserves as much memory // as possible plSound::SetLoadFromDiskOnDemand( !state ); } // Enable audio hardware acceleration void pyAudioControl::UseHardwareAcceleration( hsBool state ) { plgAudioSys::SetUseHardware(state); } hsBool pyAudioControl::IsHardwareAccelerated() { return plgAudioSys::Hardware(); } // Enable EAX sound acceleration (requires hardware acceleration) void pyAudioControl::UseEAXAcceleration( hsBool state ) { plgAudioSys::EnableEAX(state); } hsBool pyAudioControl::IsUsingEAXAcceleration() { return plgAudioSys::UsingEAX(); } // Mute or unmute all sounds void pyAudioControl::MuteAll() { plgAudioSys::SetMuted(true); } void pyAudioControl::UnmuteAll() { plgAudioSys::SetMuted(false); } hsBool pyAudioControl::IsMuted() { return plgAudioSys::IsMuted(); } // Enable or disable displaying speech subtitles void pyAudioControl::EnableSubtitles() { plgAudioSys::SetEnableSubtitles(true); } void pyAudioControl::DisableSubtitles() { plgAudioSys::SetEnableSubtitles(false); } bool pyAudioControl::AreSubtitlesEnabled() const { return plgAudioSys::AreSubtitlesEnabled(); } hsBool pyAudioControl::SupportEAX(const char *deviceName) { return plgAudioSys::SupportsEAX(deviceName); } //------------------------ // Voice Settings // Sets the microphone volume, in the range of 0 to 1 hsBool pyAudioControl::CanSetMicLevel() { return plWinMicLevel::CanSetLevel(); } void pyAudioControl::SetMicLevel( hsScalar level ) { // make sure the volume is within range if( level > 1.f ) level = 1.f; else if( level < 0.f ) level = 0.f; if( CanSetMicLevel() ) plWinMicLevel::SetLevel( level ); } hsScalar pyAudioControl::GetMicLevel() { return plWinMicLevel::GetLevel(); } // turn voice recording on or off void pyAudioControl::EnableVoiceRecording( hsBool state ) { plVoiceRecorder::EnableRecording(state); } hsBool pyAudioControl::IsVoiceRecordingEnabled() { return plVoiceRecorder::RecordingEnabled(); } // turn voice compression on and off void pyAudioControl::EnableVoiceCompression( hsBool state ) { } hsBool pyAudioControl::IsVoiceCompressionEnabled() { return true; } // turn voice-over-net on and off void pyAudioControl::EnableVoiceNetBroadcast( hsBool state ) { //plWinRecorder::EnableNetVoice(state); } hsBool pyAudioControl::IsVoiceNetBroadcastEnabled() { return true; } void pyAudioControl::EnableVoiceChat(hsBool enable) { plVoicePlayer::Enable(enable); } // turn voice recording icons on and off void pyAudioControl::ShowIcons() { plVoiceRecorder::EnableIcons(true); } void pyAudioControl::HideIcons() { plVoiceRecorder::EnableIcons(false); } // turn push-to-talk on or off void pyAudioControl::PushToTalk( hsBool state ) { plVoiceRecorder::EnablePushToTalk(state); } // Set the squelch level void pyAudioControl::SquelchLevel( hsScalar level ) { plVoiceRecorder::SetSquelch(level); } // Adjust voice packet frame size void pyAudioControl::RecordFrame( Int32 size ) { } // Set the sample rate for recording void pyAudioControl::RecordSampleRate( Int32 sample_rate ) { } UInt8 pyAudioControl::GetPriorityCutoff( void ) { return plgAudioSys::GetPriorityCutoff(); } void pyAudioControl::SetPriorityCutoff( UInt8 cut ) { plgAudioSys::SetPriorityCutoff( cut ); } void pyAudioControl::SetAudioSystemMode(int mode) { switch (mode) { case plgAudioSys::kDisabled: plgAudioSys::SetAudioMode(plgAudioSys::kDisabled); break; case plgAudioSys::kSoftware: plgAudioSys::SetAudioMode(plgAudioSys::kSoftware); break; case plgAudioSys::kHardware: plgAudioSys::SetAudioMode(plgAudioSys::kHardware); break; case plgAudioSys::kHardwarePlusEAX: plgAudioSys::SetAudioMode(plgAudioSys::kHardwarePlusEAX); break; default: break; } } int pyAudioControl::GetAudioSystemMode() { return plgAudioSys::GetAudioMode(); } int pyAudioControl::GetHighestAudioMode() { int highestMode = plgAudioSys::kDisabled; plAudioCaps caps = plAudioCapsDetector::Detect(); if ( caps.IsEAXAvailable() ) { highestMode = plgAudioSys::kHardwarePlusEAX; } else { if ( 1 ) // This is taken care of in the audio system { highestMode = plgAudioSys::kHardware; } else { if ( caps.IsAvailable() ) { highestMode = plgAudioSys::kSoftware; } } } return highestMode; } int pyAudioControl::GetNumAudioDevices() { return plgAudioSys::GetNumAudioDevices(); } const char *pyAudioControl::GetAudioDeviceName(int index) { return plgAudioSys::GetAudioDeviceName(index); } void pyAudioControl::SetDeviceName(const char *device, bool restart) { plgAudioSys::SetDeviceName(device, restart); } const char * pyAudioControl::GetDeviceName() { return plgAudioSys::GetDeviceName(); }