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
|
/* 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
|