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-/* 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
-