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445 lines
11 KiB
445 lines
11 KiB
/*==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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#include <direct.h> |
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#include "HeadSpin.h" |
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#include "hsGeometry3.h" |
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#include "hsTimer.h" |
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#include "hsResMgr.h" |
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#include "plgDispatch.h" |
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#include "plProfile.h" |
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#include "plWin32Sound.h" |
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#include "plAudioSystem.h" |
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#include "plDSoundBuffer.h" |
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#include "plAudioCore/plWavFile.h" |
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#include "plAudible/plWinAudible.h" |
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#include "plNetMessage/plNetMessage.h" |
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#include "pnNetCommon/plNetApp.h" |
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#include "pnMessage/plSoundMsg.h" |
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#include "pnMessage/plEventCallbackMsg.h" |
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#include "plPipeline/plPlates.h" |
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#include "plStatusLog/plStatusLog.h" |
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plProfile_CreateMemCounter("Sounds", "Memory", MemSounds); |
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plProfile_Extern(SoundPlaying); |
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plWin32Sound::plWin32Sound() : |
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fFailed(false), |
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fPositionInited(false), |
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fAwaitingPosition(false), |
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fTotalBytes(0), |
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fReallyPlaying(false), |
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fChannelSelect(0), |
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fDSoundBuffer(nil) |
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{ |
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} |
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plWin32Sound::~plWin32Sound() |
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{ |
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} |
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void plWin32Sound::Activate( hsBool forcePlay ) |
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{ |
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if( fFailed ) |
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return; |
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plSound::Activate( forcePlay ); |
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} |
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void plWin32Sound::DeActivate() |
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{ |
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plSound::DeActivate(); |
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IFreeBuffers(); |
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} |
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void plWin32Sound::IFreeBuffers( void ) |
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{ |
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if( fDSoundBuffer != nil ) |
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{ |
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delete fDSoundBuffer; |
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fDSoundBuffer = nil; |
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plProfile_DelMem(MemSounds, fTotalBytes); |
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fTotalBytes = 0; |
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} |
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fPositionInited = false; |
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fAwaitingPosition = false; |
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} |
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void plWin32Sound::Update() |
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{ |
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plSound::Update(); |
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} |
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void plWin32Sound::IActuallyPlay( void ) |
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{ |
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//plSound::Play(); |
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if (!fDSoundBuffer && plgAudioSys::Active()) |
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LoadSound( IsPropertySet( kPropIs3DSound ) ); |
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if(!fLoading ) |
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{ |
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if (fDSoundBuffer && plgAudioSys::Active() ) |
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{ |
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// Sometimes base/derived classes can be annoying |
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IDerivedActuallyPlay(); |
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RefreshVolume(); |
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} |
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else |
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{ |
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// If we can't load (for ex., if audio is off), then we act like we played and then stopped |
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// really fast. Thus, we need to send *all* of our callbacks off immediately and then Stop(). |
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UInt32 i; |
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for( i = 0; i < fSoundEvents.GetCount(); i++ ) |
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{ |
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fSoundEvents[ i ]->SendCallbacks(); |
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} |
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// Now stop, 'cause we played really really really really fast |
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fPlaying = false; |
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fPlayOnReactivate = IsPropertySet( kPropLooping ); |
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IActuallyStop(); |
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} |
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} |
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} |
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void plWin32Sound::IActuallyStop() |
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{ |
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if( fReallyPlaying ) |
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{ |
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if( fDSoundBuffer != nil ) |
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{ |
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if(IsPropertySet(kPropIncidental)) |
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{ |
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--fIncidentalsPlaying; |
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} |
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fDSoundBuffer->Stop(); |
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plStatusLog::AddLineS("impacts.log", "Stopping %s", GetKeyName()); |
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} |
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fReallyPlaying = false; |
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} |
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else |
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{ |
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if( fDSoundBuffer != nil && fDSoundBuffer->IsPlaying() ) |
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{ |
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plStatusLog::AddLineS( "audio.log", 0xffff0000, "WARNING: BUFFER FLAGGED AS STOPPED BUT NOT STOPPED - %s", GetKey() ? GetKeyName() : nil ); |
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fDSoundBuffer->Stop(); |
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} |
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} |
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// send callbacks |
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plSoundEvent *event = IFindEvent( plSoundEvent::kStop ); |
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if( event != nil ) |
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{ |
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event->SendCallbacks(); |
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} |
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plSound::IActuallyStop(); |
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} |
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plSoundMsg* plWin32Sound::GetStatus(plSoundMsg* pMsg) |
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{ |
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plSoundMsg* pReply = TRACKED_NEW plSoundMsg; |
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pReply->AddReceiver( pMsg->GetSender() ); |
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pReply->SetCmd(plSoundMsg::kStatusReply); |
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pReply->fLoop = IsPropertySet( kPropLooping ); |
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pReply->fPlaying = IsPlaying(); |
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return pReply; |
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} |
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void plWin32Sound::SetMin( const int m ) |
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{ |
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plSound::SetMin(m); |
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if(fDSoundBuffer) |
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{ |
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fDSoundBuffer->SetMinDistance(m); |
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} |
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} |
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void plWin32Sound::SetMax( const int m ) |
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{ |
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plSound::SetMax(m); |
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if( fDSoundBuffer ) |
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{ |
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fDSoundBuffer->SetMaxDistance( m ); |
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} |
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} |
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void plWin32Sound::SetOuterVolume( const int v ) |
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{ |
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plSound::SetOuterVolume(v); |
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if(fDSoundBuffer) |
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{ |
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fDSoundBuffer->SetConeOutsideVolume(v); |
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} |
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} |
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void plWin32Sound::SetConeAngles( int inner, int outer ) |
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{ |
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plSound::SetConeAngles(inner, outer); |
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if(fDSoundBuffer) |
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{ |
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fDSoundBuffer->SetConeAngles(inner, outer); |
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} |
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} |
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void plWin32Sound::SetConeOrientation( hsScalar x, hsScalar y, hsScalar z ) |
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{ |
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plSound::SetConeOrientation(x, y, z); |
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if(fDSoundBuffer) |
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{ |
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fDSoundBuffer->SetConeOrientation(x, z, y); |
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} |
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} |
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void plWin32Sound::SetVelocity( const hsVector3 vel ) |
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{ |
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plSound::SetVelocity(vel); |
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if( fDSoundBuffer) |
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fDSoundBuffer->SetVelocity(vel.fX, vel.fZ, vel.fY); |
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} |
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void plWin32Sound::SetPosition( const hsPoint3 pos ) |
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{ |
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plSound::SetPosition(pos); |
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if(fDSoundBuffer) |
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{ |
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// in openal sounds that are mono are played as positional. Since gui's may be positioned way off in space, the sound may not be audible. |
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// doing this allows us to play mono gui sounds and still hear them, since this attaches the sound to the listener. |
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if(fType == kGUISound) |
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{ |
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hsPoint3 listenerPos = plgAudioSys::Sys()->GetCurrListenerPos(); |
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fDSoundBuffer->SetPosition(listenerPos.fX, listenerPos.fZ, listenerPos.fY); |
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} |
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else |
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{ |
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fDSoundBuffer->SetPosition(pos.fX, pos.fZ, pos.fY); |
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} |
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} |
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fPositionInited = true; |
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if( fAwaitingPosition ) |
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{ |
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// If this is set, then we tried to set the volume before the position. Since |
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// this results in some ghastly sound popping, we wait until we set the position |
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// (here), and then call our volume again |
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RefreshVolume(); |
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fAwaitingPosition = false; |
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} |
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} |
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void plWin32Sound::ISetActualVolume(float volume) |
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{ |
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float vol = IAttenuateActualVolume( volume ) * IGetChannelVolume(); |
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if( fDSoundBuffer ) |
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{ |
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if( fPositionInited || !IsPropertySet( kPropIs3DSound ) ) |
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{ |
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fDSoundBuffer->SetScalarVolume( vol ); |
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} |
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else |
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{ |
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// If position isn't inited, we don't want to set the volume yet, |
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// so set this flag so we know to set the volume once we DO get the position |
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fAwaitingPosition = true; |
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} |
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} |
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IUpdateDebugPlate(); // Byte me. |
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} |
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////////////////////////////////////////////////////////////// |
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// The base class will make sure all our params are correct and up-to-date, |
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// but before it does its work, we have to make sure our buffer is ready to |
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// be updated. |
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void plWin32Sound::IRefreshParams( void ) |
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{ |
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if (!fDSoundBuffer && plgAudioSys::Active()) |
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LoadSound( IsPropertySet( kPropIs3DSound ) ); |
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else |
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{ |
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// There is a gap between the ds buffer stopping and the sound being marked as stopped. |
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// If the sound is asked to play again during this time frame it will never actually be |
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// played because it is still marked as playing. Not only that, but we'll lose a hardware voice too. |
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// This will fix that by starting it up again. |
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if(plgAudioSys::Active()) |
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fDSoundBuffer->Play(); |
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} |
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plSound::IRefreshParams(); |
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} |
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void plWin32Sound::IRefreshEAXSettings( hsBool force ) |
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{ |
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if( fDSoundBuffer != nil ) |
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fDSoundBuffer->SetEAXSettings( &GetEAXSettings(), force ); |
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} |
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void plWin32Sound::IAddCallback( plEventCallbackMsg *pMsg ) |
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{ |
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plSoundEvent::Types type = plSoundEvent::GetTypeFromCallbackMsg( pMsg ); |
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plSoundEvent *event; |
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if( type == plSoundEvent::kTime ) |
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{ |
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UInt32 byteTime = ( fDSoundBuffer != nil ) ? fDSoundBuffer->GetBufferBytePos( pMsg->fEventTime ) : 0; |
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event = IFindEvent( type, byteTime ); |
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if( event == nil ) |
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{ |
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// Add a new sound event for this guy |
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event = TRACKED_NEW plSoundEvent( type, byteTime, this ); |
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//fDSoundBuffer->AddPosNotify( byteTime ); |
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fSoundEvents.Append( event ); |
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} |
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} |
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else |
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{ |
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event = IFindEvent( type ); |
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if( event == nil ) |
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{ |
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// Add a new sound event for this guy |
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event = TRACKED_NEW plSoundEvent( type, this ); |
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fSoundEvents.Append( event ); |
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} |
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} |
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event->AddCallback( pMsg ); |
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} |
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void plWin32Sound::IRemoveCallback( plEventCallbackMsg *pMsg ) |
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{ |
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plSoundEvent::Types type = plSoundEvent::GetTypeFromCallbackMsg( pMsg ); |
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for(int i = 0; i < fSoundEvents.GetCount(); ++i) |
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{ |
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if( fSoundEvents[ i ]->GetType() == type ) |
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{ |
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if( fSoundEvents[ i ]->RemoveCallback( pMsg ) ) |
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{ |
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if( fSoundEvents[ i ]->GetNumCallbacks() == 0 ) |
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{ |
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//if( fSoundEvents[ i ]->GetType() == plSoundEvent::kTime ) |
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//fDSoundBuffer->RemovePosNotify( fSoundEvents[ i ]->GetTime() ); |
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delete fSoundEvents[ i ]; |
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fSoundEvents.Remove( i ); |
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} |
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break; |
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} |
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} |
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} |
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} |
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plSoundEvent *plWin32Sound::IFindEvent( plSoundEvent::Types type, UInt32 bytePos ) |
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{ |
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for(int i = 0; i < fSoundEvents.GetCount(); ++i ) |
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{ |
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if( fSoundEvents[ i ]->GetType() == type ) |
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{ |
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if( type != plSoundEvent::kTime || bytePos == fSoundEvents[ i ]->GetTime() ) |
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return fSoundEvents[ i ]; |
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} |
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} |
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return nil; |
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} |
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void plWin32Sound::RemoveCallbacks(plSoundMsg* pSoundMsg) |
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{ |
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for(int i = 0; i < pSoundMsg->GetNumCallbacks(); ++i ) |
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IRemoveCallback( pSoundMsg->GetEventCallback( i ) ); |
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} |
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void plWin32Sound::AddCallbacks(plSoundMsg* pSoundMsg) |
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{ |
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for(int i = 0; i < pSoundMsg->GetNumCallbacks(); ++i ) |
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IAddCallback( pSoundMsg->GetEventCallback( i ) ); |
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} |
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hsBool plWin32Sound::MsgReceive( plMessage* pMsg ) |
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{ |
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plEventCallbackMsg *e = plEventCallbackMsg::ConvertNoRef( pMsg ); |
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if( e != nil ) |
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{ |
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if( e->fEvent == kStop ) |
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{ |
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fPlaying = false; |
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fPlayOnReactivate = false; // Just to make sure... |
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// Do we have an ending fade? |
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if( fFadeOutParams.fLengthInSecs > 0 ) |
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{ |
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IStartFade( &fFadeOutParams ); |
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plSoundEvent *event = IFindEvent( plSoundEvent::kStop ); |
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if( event != nil ) |
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event->SendCallbacks(); |
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} |
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else |
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{ |
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if( fFading ) |
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IStopFade(); |
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fCurrVolume = 0.f; |
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this->ISetActualVolume( fCurrVolume ); |
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} |
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this->IActuallyStop(); |
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return true; |
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} |
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} |
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return plSound::MsgReceive( pMsg ); |
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} |
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void plWin32Sound::IRead( hsStream *s, hsResMgr *mgr ) |
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{ |
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plSound::IRead( s, mgr ); |
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fChannelSelect = s->ReadByte(); |
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} |
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void plWin32Sound::IWrite( hsStream *s, hsResMgr *mgr ) |
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{ |
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plSound::IWrite( s, mgr ); |
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s->WriteByte( fChannelSelect ); |
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}
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