Torque3D/Engine/source/sfx/sfxDevice.cpp
marauder2k7 974f217b96 SFX API Changes
DSound has since been deprecated and xaudio2 would require us to write our own 3d spatialization and mixer
Load devices the same way we load in the gfx end
setup sfx provider
run sfx devices on startup
various fixes around sfx null device
added the bitrate and samplerate globals
added the hrtf global code is in to use this but not setup yet
Adds speed of sound to the sound system
SFXAmbience now has a property for speed of sound for different mediums, can also be set directly
2026-04-13 14:55:43 +01:00

226 lines
6.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "sfx/sfxDevice.h"
#include "sfx/sfxBuffer.h"
#include "sfx/sfxVoice.h"
#include "sfx/sfxInternal.h"
#include "core/tAlgorithm.h"
#include "console/console.h"
#include "console/consoleTypes.h"
S32 SFXDevice::smUpdateInterval = SFXInternal::DEFAULT_UPDATE_INTERVAL;
S32 SFXDevice::smDeviceFrequency = 44100;
S8 SFXDevice::smDeviceBitrate = 16;
bool SFXDevice::smDeviceHRTF = false;
void SFXDevice::initConsole()
{
// Add global preferences for sfx devices.
Con::addVariable("$pref::SFX::bitrate", TypeS8, &smDeviceBitrate,
"The devices bitrate.\n"
"@ingroup SFX\n");
Con::addVariable("$pref::SFX::frequency", TypeS32, &smDeviceFrequency,
"The devices frequency.\n"
"@ingroup SFX\n");
Con::addVariable("$pref::SFX::useHRTF", TypeBool, &smDeviceHRTF,
"The device uses hrtf.\n"
"@ingroup SFX\n");
Con::addVariable("$pref::SFX::updateInterval", TypeS32, &smUpdateInterval,
"The update interval.\n"
"@ingroup SFX\n");
}
SFXDevice::SFXDevice()
: mStatNumBuffers( 0 ),
mStatNumVoices( 0 ),
mStatNumBufferBytes( 0 )
{
VECTOR_SET_ASSOCIATION( mBuffers );
VECTOR_SET_ASSOCIATION( mVoices );
SFXBuffer::smBufferDestroyedSignal.notify( this, &SFXDevice::_removeBuffer );
SFXVoice::smVoiceDestroyedSignal.notify( this, &SFXDevice::_removeVoice );
Con::addVariable( "SFX::Device::numBuffers", TypeS32, &mStatNumBuffers );
Con::addVariable( "SFX::Device::numVoices", TypeS32, &mStatNumVoices );
Con::addVariable( "SFX::Device::numBufferBytes", TypeS32, &mStatNumBufferBytes );
}
SFXDevice::~SFXDevice()
{
Con::removeVariable( "SFX::Device::numBuffers" );
Con::removeVariable( "SFX::Device::numVoices" );
Con::removeVariable( "SFX::Device::numBufferBytes" );
_releaseAllResources();
}
//-----------------------------------------------------------------------------
void SFXDevice::_releaseAllResources()
{
using namespace SFXInternal;
// Kill the update thread, if there is one.
// Do this first so that further buffer processing
// can be done synchronously by us.
ThreadSafeRef< SFXUpdateThread > sfxThread = UPDATE_THREAD();
if( sfxThread != NULL )
{
sfxThread->stop();
sfxThread->triggerUpdate();
sfxThread->join();
sfxThread = NULL;
gUpdateThread = NULL; // Kill the global reference.
}
// Clean up voices. Do this before cleaning up buffers so that
// resources held by voices that are tied to resources held by buffers
// get released properly.
SFXVoice::smVoiceDestroyedSignal.remove( this, &SFXDevice::_removeVoice );
for (VoiceIterator voice = mVoices.begin(); voice != mVoices.end(); voice++)
{
(*voice)->stop();
(*voice)->destroySelf();
}
mVoices.clear();
// Clean up buffers.
SFXBuffer::smBufferDestroyedSignal.remove( this, &SFXDevice::_removeBuffer );
for( BufferIterator buffer = mBuffers.begin();
buffer != mBuffers.end(); ++ buffer )
if( !( *buffer )->isDead() )
( *buffer )->destroySelf();
mBuffers.clear();
// Flush all asynchronous requests.
THREAD_POOL().flushWorkItems();
// Clean out the buffer update list and kill
// all buffers that surfaced on the dead list.
// Now the sound buffers are really gone.
UPDATE_LIST().process();
PurgeDeadBuffers();
// Clean out stats.
mStatNumBuffers = 0;
mStatNumVoices = 0;
mStatNumBufferBytes = 0;
}
//-----------------------------------------------------------------------------
void SFXDevice::update()
{
using namespace SFXInternal;
// If we don't have an update thread, do the
// updates now on the main thread.
if( !UPDATE_THREAD() )
UPDATE_LIST().process( MAIN_THREAD_PROCESS_TIMEOUT );
// Clean out buffers that have surfaced on the dead
// buffer list.
PurgeDeadBuffers();
}
//-----------------------------------------------------------------------------
void SFXDevice::_addBuffer( SFXBuffer* buffer )
{
AssertFatal( buffer, "SFXDevice::_addBuffer() - Got a null buffer!" );
// Register the buffer.
mBuffers.push_back( buffer );
mStatNumBuffers ++;
mStatNumBufferBytes += buffer->getMemoryUsed();
// Start loading the buffer.
buffer->load();
}
//-----------------------------------------------------------------------------
void SFXDevice::_removeBuffer( SFXBuffer* buffer )
{
AssertFatal( buffer, "SFXDevice::_removeBuffer() - Got a null buffer!" );
BufferIterator iter = T3D::find( mBuffers.begin(), mBuffers.end(), buffer );
if( iter != mBuffers.end() )
{
SFXBuffer* curBuf = *iter;
mStatNumBufferBytes -= curBuf->getMemoryUsed();
mStatNumBuffers --;
mBuffers.erase( iter );
}
}
//-----------------------------------------------------------------------------
void SFXDevice::_addVoice( SFXVoice* voice )
{
AssertFatal( voice, "SFXDevice::_addVoice() - Got a null voice!" );
using namespace SFXInternal;
// Bind the voice to its buffer. This is deferred up to here in order
// to only bind voices that have been successfully constructed.
voice->_attachToBuffer();
// Register the voice.
mVoices.push_back( voice );
mStatNumVoices ++;
}
//-----------------------------------------------------------------------------
void SFXDevice::_removeVoice( SFXVoice* voice )
{
AssertFatal( voice, "SFXDevice::_removeVoice() - Got null voice!" );
VoiceIterator iter = T3D::find( mVoices.begin(), mVoices.end(), voice );
if( iter != mVoices.end() )
{
mStatNumVoices --;
mVoices.erase( iter );
}
}