1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
|
/* 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
|