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author | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
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committer | Aki <please@ignore.pl> | 2022-04-01 21:23:39 +0200 |
commit | 3c487c5cd69c53d6fea948643c0a76df03516605 (patch) | |
tree | 72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/SoundD3D.h | |
parent | 8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff) | |
download | starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.zip starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.gz starshatter-3c487c5cd69c53d6fea948643c0a76df03516605.tar.bz2 |
Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/SoundD3D.h')
-rw-r--r-- | StarsEx/SoundD3D.h | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/StarsEx/SoundD3D.h b/StarsEx/SoundD3D.h new file mode 100644 index 0000000..a667182 --- /dev/null +++ b/StarsEx/SoundD3D.h @@ -0,0 +1,162 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + DirectSound3D Audio Output and Buffer classes +*/ + +#ifndef SoundD3D_h +#define SoundD3D_h + +#include <mutex> + +//#define DIRECT_SOUND_3D +#include "SoundCard.h" +#include "Sound.h" +#include "Camera.h" +#include <stdio.h> +#include <dsound.h> +#include "vorbis/vorbisfile.h" + +// +--------------------------------------------------------------------+ + +class SoundD3D; +class SoundCardD3D; + +// +--------------------------------------------------------------------+ +// Sound Implementation for DirectSound and DirectSound3D + +class SoundD3D : public Sound +{ +public: + static const char* TYPENAME() { return "SoundD3D"; } + + SoundD3D(LPDIRECTSOUND card, DWORD flags, LPWAVEFORMATEX format); + SoundD3D(LPDIRECTSOUND card, DWORD flags, LPWAVEFORMATEX format, DWORD len, LPBYTE data); + virtual ~SoundD3D(); + + virtual void Update(); + + virtual HRESULT StreamFile(const char* name, DWORD offset); + virtual HRESULT Load(DWORD bytes, BYTE* data); + virtual HRESULT Play(); + virtual HRESULT Rewind(); + virtual HRESULT Pause(); + virtual HRESULT Stop(); + + virtual Sound* Duplicate(); + + // (only for streamed sounds) + virtual double GetTotalTime() const { return total_time; } + virtual double GetTimeRemaining() const; + virtual double GetTimeElapsed() const; + + // (only used for localized sounds) + virtual void SetVolume(long v); + virtual long GetPan() const; + virtual void SetPan(long p); + virtual void SetLocation(const Vec3& l); + virtual void SetVelocity(const Vec3& v); + + virtual float GetMinDistance() const; + virtual void SetMinDistance(float f); + virtual float GetMaxDistance() const; + virtual void SetMaxDistance(float f); + + +protected: + void Localize(); + HRESULT AllocateBuffer(DWORD bytes); + HRESULT StreamOggFile(); + + void StreamBlock(); + void StreamOggBlock(); + void RewindStream(); + void RewindOggStream(); + + LPDIRECTSOUND soundcard; + WAVEFORMATEX wfex; + DSBUFFERDESC dsbd; + LPDIRECTSOUNDBUFFER buffer; + + DWORD data_len; + LPBYTE data; + +#ifdef DIRECT_SOUND_3D + LPDIRECTSOUND3DBUFFER sound3d; +#endif + + float min_dist; + float max_dist; + + // STREAMED SOUND SUPPORT: + FILE* stream; + DWORD stream_left; + double total_time; + DWORD min_safety; + DWORD read_size; + BYTE* transfer; + DWORD w, r; + DWORD stream_offset; + bool eos_written; + BYTE eos_latch; + bool moved; + + std::mutex sync; + OggVorbis_File* ov_file; +}; + +// +--------------------------------------------------------------------+ +// Sound Card Implementation for DS and DS3D + +class SoundCardD3D : public SoundCard +{ + friend class SoundD3D; + +public: + static const char* TYPENAME() { return "SoundCardD3D"; } + + SoundCardD3D(HWND hwnd); + virtual ~SoundCardD3D(); + + // Format of the sound card's primary buffer: + virtual bool GetFormat(LPWAVEFORMATEX format); + virtual bool SetFormat(LPWAVEFORMATEX format); + virtual bool SetFormat(int bits, int channels, int hertz); + + virtual void ShowFormat(); + + // Get a blank, writable sound buffer: + virtual Sound* CreateSound(DWORD flags, LPWAVEFORMATEX format); + + // Create a sound resource: + virtual Sound* CreateSound(DWORD flags, LPWAVEFORMATEX format, DWORD len, LPBYTE data); + + virtual void SetListener(const Camera& cam, const Vec3& vel); + virtual bool Pause(); + virtual bool Resume(); + virtual bool StopSoundEffects(); + +protected: + LPDIRECTSOUND soundcard; + LPDIRECTSOUNDBUFFER primary; + +#ifdef DIRECT_SOUND_3D + LPDIRECTSOUND3DLISTENER listener; +#else + Camera listener; + Vec3 velocity; +#endif + + WAVEFORMATEX wfex; + DSBUFFERDESC dsbd; +}; + +#endif // SoundD3D_h + |