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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
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parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
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+/* 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
+