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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
//#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
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