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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==*/ ////////////////////////////////////////////////////////////////////////////// // // // plSound.h - Base sound class header // // // //// History ///////////////////////////////////////////////////////////////// // // // 10.12.01 mcn - Added preliminary soft region (volume) support. // // 7.12.02 mcn - Added EAX support // // 7.15.02 mcn - Added support for animated volumes // // // ////////////////////////////////////////////////////////////////////////////// #ifndef plSound_h #define plSound_h #include "hsTemplates.h" #include "hsGeometry3.h" #include "plEAXEffects.h" #include "../pnNetCommon/plSynchedObject.h" #include "../plAvatar/plAGChannel.h" #include "../plAvatar/plAGApplicator.h" #include "../plAudioCore/plSoundBuffer.h" class hsResMgr; class hsStream; class plSoundProxy; class plDrawableSpans; class hsGMaterial; class plSoundMsg; class plSoftVolume; class plGraphPlate; struct hsMatrix44; class plSoundBuffer; class plSceneObject; class plSoundVolumeApplicator; // Set this to 1 to do our own distance attenuation (model doesn't work yet tho) #define MCN_HACK_OUR_ATTEN 0 #define MAX_INCIDENTALS 4 class plSound : public plSynchedObject { friend class plSoundSDLModifier; friend class plSoundVolumeApplicator; public: plSound(); virtual ~plSound(); CLASSNAME_REGISTER( plSound ); GETINTERFACE_ANY( plSound, plSynchedObject ); enum Property { kPropIs3DSound = 0x00000001, kPropDisableLOD = 0x00000002, kPropLooping = 0x00000004, kPropAutoStart = 0x00000008, kPropLocalOnly = 0x00000010, // Disables network synching and triggering kPropLoadOnlyOnCall = 0x00000020, // Only load and unload when we're told to kPropFullyDisabled = 0x00000040, // This sound should never play while this is set // Only plWin32LinkSound uses it. Placed here as a TODO though... kPropDontFade = 0x00000080, kPropIncidental = 0x00000100 // Incidental sound, will be played thru the incidental manager }; enum Type { kStartType, kSoundFX = kStartType, // For now, 3D sounds are always marked as this kAmbience, kBackgroundMusic, kGUISound, kNPCVoices, kNumTypes }; enum Refs { kRefSoftVolume = 0, kRefDataBuffer, // plugins only kRefParentSceneObject, kRefSoftOcclusionRegion }; enum { kSoftRegion = 0 }; enum StreamType { kNoStream, kStreamFromRAM, kStreamFromDisk, kStreamCompressed }; class plFadeParams { friend class plSound; public: enum Type { kLinear, kLogarithmic, kExponential }; hsScalar fLengthInSecs; // Time to take to fade hsScalar fVolStart; // Set one of these two for fade in/out, hsScalar fVolEnd; // the other becomes the current volume UInt8 fType; hsBool fStopWhenDone; // Actually stop the sound once the fade is complete hsBool fFadeSoftVol; // Fade the soft volume instead of fCurrVolume plFadeParams() { fLengthInSecs = 0.f; fCurrTime = -1.f; fStopWhenDone = false; fFadeSoftVol = false; fVolStart = fVolEnd = 0.f; fType = kLinear; } plFadeParams( Type type, hsScalar len, hsScalar start, hsScalar end ) { fLengthInSecs = len; fVolStart = start; fVolEnd = end; fType = type; fStopWhenDone = false; fFadeSoftVol = false; fCurrTime = -1.f; } void Read( hsStream *s ); void Write( hsStream *s ); hsScalar InterpValue(); protected: hsScalar fCurrTime; // -1 if we aren't active, else it's how far we're into the animation }; virtual hsBool LoadSound( hsBool is3D ) = 0; hsScalar GetVirtualStartTime() const { return (hsScalar)fVirtualStartTime; } virtual void Play(); void SynchedPlay( unsigned bytes ); void SynchedPlay( hsScalar virtualStartTime ); virtual void Stop(); virtual void FastForwardPlay(); virtual void FastForwardToggle(); virtual void SetMin(const int m); // sets minimum falloff distance virtual void SetMax(const int m); // sets maximum falloff distance virtual int GetMin() const; virtual int GetMax() const; virtual void SetVolume(const float volume); virtual float GetVolume() const { return fCurrVolume; } hsScalar GetMaxVolume() { return fMaxVolume; } virtual hsBool IsPlaying() { return fPlaying; } void SetTime(double t); virtual double GetTime() { return 0.f; } virtual void Activate(hsBool forcePlay = false); virtual void DeActivate(); virtual void SetLength(double l) { fLength = l; } virtual void SetMuted( hsBool muted ); virtual hsBool IsMuted() { return fMuted; } void Disable() { fDistAttenuation = 0; } virtual plSoundMsg* GetStatus(plSoundMsg* pMsg){return NULL;} virtual void SetConeOrientation(hsScalar x, hsScalar y, hsScalar z); virtual void SetOuterVolume( const int v ); // volume for the outer cone (if applicable) virtual void SetConeAngles( int inner, int outer ); virtual void SetPosition(const hsPoint3 pos); virtual void SetVelocity(const hsVector3 vel); virtual hsPoint3 GetPosition() const; virtual hsVector3 GetVelocity() const; virtual void Update(); plSoundBuffer * GetDataBuffer() const { return (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded(); } hsScalar QueryCurrVolume() const; // Returns the current volume, attenuated const char * GetFileName() const; virtual double GetLength(); void SetProperty( Property prop, hsBool on ) { if( on ) fProperties |= prop; else fProperties &= ~prop; } hsBool IsPropertySet( Property prop ) const { return ( fProperties & prop ) ? true : false; } virtual void RefreshVolume(); virtual void SetStartPos(unsigned bytes) = 0; virtual unsigned GetByteOffset(){return 0;} virtual float GetActualTimeSec() = 0; virtual void AddCallbacks(plSoundMsg* pMsg) = 0; virtual void RemoveCallbacks(plSoundMsg* pMsg) = 0; virtual UInt8 GetChannelSelect() const { return 0; } // Only defined on Win32Sound right now, should be here tho virtual void Read(hsStream* s, hsResMgr* mgr); virtual void Write(hsStream* s, hsResMgr* mgr); virtual void SetFadeInEffect( plFadeParams::Type type, hsScalar length ); virtual void SetFadeOutEffect( plFadeParams::Type type, hsScalar length ); virtual hsScalar CalcSoftVolume( hsBool enable, hsScalar distToListenerSquared ); virtual void UpdateSoftVolume( hsBool enable, hsBool firstTime = false ); virtual hsBool MsgReceive( plMessage* pMsg ); virtual hsBool DirtySynchState( const char *sdlName = nil, UInt32 sendFlags = 0 ); // call when state has changed // Tests whether this sound is within range of the given position, not counting soft regions hsBool IsWithinRange( const hsPoint3 &listenerPos, hsScalar *distSquared ); // Type setting and getting, from the Types enum void SetType( UInt8 type ) { fType = type; } UInt8 GetType() const { return fType; } // Priority stuff void SetPriority( UInt8 pri ) { fPriority = pri; } UInt8 GetPriority() const { return fPriority; } // Visualization virtual plDrawableSpans* CreateProxy(const hsMatrix44& l2w, hsGMaterial* mat, hsTArray& idx, plDrawableSpans* addTo); // Forced loading/unloading (for when the audio system's LOD just doesn't cut it) virtual void ForceLoad( ); virtual void ForceUnload(); // Note: ONLY THE AUDIOSYS SHOULD CALL THIS. If you're not the audioSys, get lost. static void SetCurrDebugPlate( const plKey soundKey ); void RegisterOnAudioSys(); void UnregisterOnAudioSys(); // Also only for the audio system hsScalar GetVolumeRank(); void ForceUnregisterFromAudioSys(); static void SetLoadOnDemand( hsBool activate ) { fLoadOnDemandFlag = activate; } static void SetLoadFromDiskOnDemand( hsBool activate ) { fLoadFromDiskOnDemand = activate; } const plEAXSourceSettings &GetEAXSettings() const { return fEAXSettings; } plEAXSourceSettings &GetEAXSettings() { return fEAXSettings; } virtual StreamType GetStreamType() const { return kNoStream; } virtual void FreeSoundData(); protected: hsBool fPlaying; hsBool fActive; double fTime; int fMaxFalloff; int fMinFalloff; hsScalar fCurrVolume; hsScalar fDesiredVol; // Equal to fCurrVolume except when we're fading or muted hsScalar fFadedVolume; hsScalar fMaxVolume; int fOuterVol; int fInnerCone; int fOuterCone; double fLength; int fProperties; UInt8 fType; UInt8 fPriority; hsBool fMuted, fFading, fRegisteredForTime, fPlayOnReactivate, fFreeData; hsBool fNotHighEnoughPriority; // Set whenever the audioSys calls UpdateSoftVolume() with enable=false, // thus indicating that we slipped off the top 16 most wanted list. // Do these need to be synched values? They weren't before... hsVector3 fConeOrientation; hsPoint3 f3DPosition; hsVector3 f3DVelocity; hsBool fPlayWhenLoaded; double fSynchedStartTimeSec; // Just around for reference and sending messages upward (synched state) plSceneObject *fOwningSceneObject; // EAX Settings storage here plEAXSourceSettings fEAXSettings; hsBool fQueued; plFadeParams fFadeInParams, fFadeOutParams; plFadeParams fCoolSoftVolumeTrickParams; plFadeParams *fCurrFadeParams; plSoftVolume *fSoftRegion; hsScalar fSoftVolume; hsScalar fDistAttenuation, fDistToListenerSquared; double fVirtualStartTime; hsBool fRegistered; static unsigned fIncidentalsPlaying; plSoftVolume *fSoftOcclusionRegion; plSoundBuffer *fDataBuffer; // Not always around hsBool fDataBufferLoaded; plKey fDataBufferKey; // Always around static plGraphPlate *fDebugPlate; static plSound *fCurrDebugPlateSound; static hsBool fLoadOnDemandFlag, fLoadFromDiskOnDemand; hsBool fLoading; void IUpdateDebugPlate(); void IPrintDbgMessage( const char *msg, hsBool isErr = false ); virtual void ISetActualVolume(float v) = 0; virtual void IActuallyStop(); virtual hsBool IActuallyPlaying() = 0; virtual void IActuallyPlay() = 0; virtual void IFreeBuffers() = 0; //NOTE: if isIncidental is true the entire sound will be loaded. virtual plSoundBuffer::ELoadReturnVal IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental = false ); virtual void ISetActualTime( double t ) = 0; virtual hsBool IActuallyLoaded() = 0; virtual void IRefreshEAXSettings( hsBool force = false ) = 0; virtual hsScalar IGetChannelVolume() const; void ISynchToStartTime(); void ISynchedPlay( double virtualStartTime ); void IStartFade( plFadeParams *params, hsScalar offsetIntoFade = 0.f ); void IStopFade( hsBool shuttingDown = false, hsBool SetVolEnd = true); hsBool IWillBeAbleToPlay(); void ISetSoftRegion( plSoftVolume *region ); hsScalar IAttenuateActualVolume( hsScalar volume ) const; void ISetSoftOcclusionRegion( plSoftVolume *region ); // Override to make sure the buffer is available before the base class is called virtual void IRefreshParams(); virtual bool ILoadDataBuffer(); virtual void IUnloadDataBuffer(); //virtual void ISetMinDistance( const int m ) = 0; //virtual void ISetMaxDistance( const int m ) = 0; //virtual void ISetOuterVolume( const int v ) = 0; //virtual void ISetConeAngles( int inner, int outer ) = 0; //virtual void ISetActualConeOrient( hsVector3 &vector ) = 0; //virtual void ISetVelocity( const hsVector3 vel ) = 0; //virtual void ISetPosition( const hsPoint3 pos ) = 0; virtual void IRead( hsStream *s, hsResMgr *mgr ); virtual void IWrite( hsStream *s, hsResMgr *mgr ); }; //// plSoundVolumeApplicator ///////////////////////////////////////////////// // Tiny helper for handling animated volumes class plSoundVolumeApplicator : public plAGApplicator { public: plSoundVolumeApplicator() { } plSoundVolumeApplicator( UInt32 index ) { fIndex = index; } CLASSNAME_REGISTER( plSoundVolumeApplicator ); GETINTERFACE_ANY( plSoundVolumeApplicator, plAGApplicator ); virtual plAGApplicator *CloneWithChannel( plAGChannel *channel ); virtual void Write( hsStream *stream, hsResMgr *mgr ); virtual void Read( hsStream *s, hsResMgr *mgr ); protected: UInt32 fIndex; virtual void IApply( const plAGModifier *mod, double time ); }; #endif //plWin32Sound_h