208 lines
5.8 KiB
C
208 lines
5.8 KiB
C
//=======================================================================
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// Copyright XashXT Group 2009 ©
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// sound.h - sndlib main header
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//=======================================================================
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#ifndef SOUND_H
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#define SOUND_H
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#include <windows.h>
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#include "launch_api.h"
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#include "qfiles_ref.h"
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#include "vsound_api.h"
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extern stdlib_api_t com;
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extern vsound_imp_t si;
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extern byte *sndpool;
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#include "mathlib.h"
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typedef struct
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{
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int left;
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int right;
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} portable_samplepair_t;
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typedef struct
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{
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int length;
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int loopstart;
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int speed; // not needed, because converted on load?
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int width;
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int stereo;
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byte data[1]; // variable sized
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} sfxcache_t;
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typedef struct sfx_s
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{
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string name;
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sfxcache_t *cache;
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int touchFrame;
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bool default_sound;
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uint hashValue;
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struct sfx_s *hashNext;
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} sfx_t;
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// a playsound_t will be generated by each call to S_StartSound,
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// when the mixer reaches playsound->begin, the playsound will
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// be assigned to a channel
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typedef struct playsound_s
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{
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struct playsound_s *prev, *next;
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sfx_t *sfx;
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float volume;
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float attenuation;
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int entnum;
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int entchannel;
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bool fixed_origin; // use origin field instead of entnum's origin
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bool use_loop;
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vec3_t origin;
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uint begin; // begin on this sample
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} playsound_t;
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typedef struct
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{
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int channels;
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int samples; // mono samples in buffer
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int submission_chunk; // don't mix less than this #
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int samplepos; // in mono samples
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int samplebits;
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int speed;
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byte *buffer;
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} dma_t;
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typedef struct
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{
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sfx_t *sfx; // sfx number
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int leftvol; // 0-255 volume
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int rightvol; // 0-255 volume
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int end; // end time in global paintsamples
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int pos; // sample position in sfx
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int basePitch; // base pitch percent (100% is normal pitch playback)
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float pitch; // real-time pitch after any modulation or shift by dynamic data
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int looping; // where to loop, -1 = no looping OBSOLETE?
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int entnum; // to allow overriding a specific sound
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int loopnum; // entity num that playing autosound
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int loopframe; // for stopping looping sounds
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int entchannel; //
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vec3_t origin; // only use if fixed_origin is set
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vec_t dist_mult; // distance multiplier (attenuation/clipK)
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int master_vol; // 0-255 master volume
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bool fixed_origin; // use origin instead of fetching entnum's origin
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bool autosound; // from an entity->sound, cleared each frame
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bool use_loop; // don't loop default and local sounds
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bool fsentence; // bit who indicated sentence
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bool use_delay; // delayed start
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} channel_t;
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typedef struct
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{
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int rate;
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int width;
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int channels;
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int loopstart;
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int samples;
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int dataofs; // chunk starts this many bytes from file start
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} wavinfo_t;
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typedef struct
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{
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string introName;
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string loopName;
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bool looping;
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file_t *file;
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int start;
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int rate;
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uint format;
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void *vorbisFile;
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} bg_track_t;
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/*
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====================================================================
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SYSTEM SPECIFIC FUNCTIONS
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====================================================================
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*/
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#define Host_Error com.error
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#define Z_Malloc( size ) Mem_Alloc( sndpool, size )
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// initializes cycling through a DMA buffer and returns information on it
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bool SNDDMA_Init( void *hInst );
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int SNDDMA_GetDMAPos( void );
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void SNDDMA_Shutdown( void );
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void SNDDMA_BeginPainting( void );
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void SNDDMA_Submit( void );
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//====================================================================
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#define MAX_CHANNELS 64
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#define MAX_RAW_SAMPLES 8192
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extern portable_samplepair_t paintbuffer[];
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extern channel_t channels[MAX_CHANNELS];
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extern int total_channels;
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extern int paintedtime;
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extern int s_rawend;
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extern vec3_t listener_origin;
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extern vec3_t listener_forward;
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extern vec3_t listener_right;
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extern vec3_t listener_up;
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extern int listener_waterlevel;
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extern dma_t dma;
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extern playsound_t s_pendingplays;
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extern bool sound_started;
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extern cvar_t *s_check_errors;
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extern cvar_t *s_volume;
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extern cvar_t *s_nosound;
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extern cvar_t *s_loadas8bit;
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extern cvar_t *s_khz;
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extern cvar_t *s_show;
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extern cvar_t *s_mixahead;
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extern cvar_t *s_testsound;
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extern cvar_t *s_primary;
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extern portable_samplepair_t s_rawsamples[MAX_RAW_SAMPLES];
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void S_InitScaletable( void );
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sfxcache_t *S_LoadSound( sfx_t *sfx );
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void S_IssuePlaysound( playsound_t *ps );
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void S_PaintChannels( int endtime );
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// s_load.c
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bool S_TestSoundChar( const char *pch, char c );
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// s_dsp.c
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void SX_Init( void );
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void SX_Free( void );
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void SX_RoomFX( int endtime, int fFilter, int fTimefx );
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bool S_Init( void *hInst );
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void S_Shutdown( void );
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void S_Activate( bool active );
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void S_SoundList_f( void );
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void S_SoundInfo_f( void );
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// if origin is NULL, the sound will be dynamically sourced from the entity
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void S_StartSound( const vec3_t pos, int ent, int chan, sound_t sfx, float vol, float attn, float pitch, int flags );
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void S_StreamRawSamples( int samples, int rate, int width, int channels, const byte *data );
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bool S_AddLoopingSound( int entnum, sound_t handle, float volume, float attn );
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void S_StartBackgroundTrack( const char *intro, const char *loop );
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channel_t *S_PickChannel( int entNum, int entChannel );
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void S_FadeClientVolume( float fadePercent, float fadeOutSeconds, float holdTime, float fadeInSeconds );
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int S_StartLocalSound( const char *name, float volume, float pitch, const float *org );
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sfx_t *S_GetSfxByHandle( sound_t handle );
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void S_StopBackgroundTrack( void );
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void S_Update( ref_params_t *fd );
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void S_StartStreaming( void );
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void S_StopStreaming( void );
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void S_StopAllSounds( void );
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void S_FreeSounds( void );
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void S_BeginRegistration( void );
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sound_t S_RegisterSound( const char *sample );
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void S_EndRegistration( void );
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#endif//SOUND_H
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