diff options
Diffstat (limited to 'nGenEx/SoundD3D.h')
-rw-r--r-- | nGenEx/SoundD3D.h | 348 |
1 files changed, 186 insertions, 162 deletions
diff --git a/nGenEx/SoundD3D.h b/nGenEx/SoundD3D.h index 466bb54..3a8e089 100644 --- a/nGenEx/SoundD3D.h +++ b/nGenEx/SoundD3D.h @@ -1,162 +1,186 @@ -/* Project nGenEx
- Destroyer Studios LLC
- Copyright © 1997-2004. All Rights Reserved.
-
- SUBSYSTEM: nGenEx.lib
- FILE: SoundD3D.h
- AUTHOR: John DiCamillo
-
-
- OVERVIEW
- ========
- DirectSound3D Audio Output and Buffer classes
-*/
-
-#ifndef SoundD3D_h
-#define SoundD3D_h
-
-//#define DIRECT_SOUND_3D
-#include "SoundCard.h"
-#include "Sound.h"
-#include "Camera.h"
-#include "ThreadSync.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;
-
- ThreadSync 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
-
+/* Starshatter OpenSource Distribution + Copyright (c) 1997-2004, Destroyer Studios LLC. + All Rights Reserved. + + Redistribution and use in source and binary forms, with or without + modification, are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, + this list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + * Neither the name "Destroyer Studios" nor the names of its contributors + may be used to endorse or promote products derived from this software + without specific prior written permission. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" + AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE + IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE + ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE + LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR + CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF + SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS + INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE + POSSIBILITY OF SUCH DAMAGE. + + SUBSYSTEM: nGenEx.lib + FILE: SoundD3D.h + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + DirectSound3D Audio Output and Buffer classes +*/ + +#ifndef SoundD3D_h +#define SoundD3D_h + +//#define DIRECT_SOUND_3D +#include "SoundCard.h" +#include "Sound.h" +#include "Camera.h" +#include "ThreadSync.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; + + ThreadSync 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 + |