mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-09 06:21:00 +00:00
154 lines
5 KiB
C++
154 lines
5 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.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifndef _SFXXAUDIOVOICE_H_
|
|
#define _SFXXAUDIOVOICE_H_
|
|
|
|
#include <xaudio2.h>
|
|
#include <x3daudio.h>
|
|
|
|
#include "sfx/sfxVoice.h"
|
|
|
|
|
|
class SFXXAudioBuffer;
|
|
|
|
|
|
class SFXXAudioVoice : public SFXVoice,
|
|
public IXAudio2VoiceCallback
|
|
{
|
|
public:
|
|
|
|
typedef SFXVoice Parent;
|
|
|
|
friend class SFXXAudioDevice;
|
|
friend class SFXXAudioBuffer;
|
|
|
|
protected:
|
|
|
|
/// This constructor does not create a valid voice.
|
|
/// @see SFXXAudioVoice::create
|
|
SFXXAudioVoice( SFXXAudioBuffer* buffer );
|
|
|
|
/// The device that created us.
|
|
SFXXAudioDevice *mXAudioDevice;
|
|
|
|
/// The XAudio voice.
|
|
IXAudio2SourceVoice *mXAudioVoice;
|
|
|
|
///
|
|
CRITICAL_SECTION mLock;
|
|
|
|
/// Used to know what sounds need positional updates.
|
|
bool mIs3D;
|
|
|
|
/// Whether the voice has stopped playing.
|
|
mutable bool mHasStopped;
|
|
|
|
/// Whether we have started playback.
|
|
bool mHasStarted;
|
|
|
|
/// Whether playback is currently running.
|
|
bool mIsPlaying;
|
|
|
|
/// Whether playback is looping.
|
|
bool mIsLooping;
|
|
|
|
/// Since 3D sounds are pitch shifted for doppler
|
|
/// effect we need to track the users base pitch.
|
|
F32 mPitch;
|
|
|
|
/// The cached X3DAudio emitter data.
|
|
X3DAUDIO_EMITTER mEmitter;
|
|
|
|
/// XAudio does not reset the SamplesPlayed count as is stated in the docs. To work around
|
|
/// that, we offset the values reported by XAudio through this field.
|
|
S32 mSamplesPlayedOffset;
|
|
|
|
/// @name Data for Non-Streaming Voices
|
|
/// @{
|
|
|
|
/// Whether we have loaded our non-streaming data. We use an explicit
|
|
/// flag here as we really can't rely on XAUDIO2_VOICE_STATE.
|
|
bool mNonStreamBufferLoaded;
|
|
|
|
/// Audio buffer for non-streaming voice.
|
|
XAUDIO2_BUFFER mNonStreamBuffer;
|
|
|
|
/// Sample to start playing at when seting up #mNonStreamBuffer.
|
|
U32 mNonStreamSampleStartPos;
|
|
|
|
/// @}
|
|
|
|
// IXAudio2VoiceCallback
|
|
void STDMETHODCALLTYPE OnStreamEnd();
|
|
void STDMETHODCALLTYPE OnVoiceProcessingPassStart( UINT32 BytesRequired ) {}
|
|
void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() {}
|
|
void STDMETHODCALLTYPE OnBufferEnd( void *bufferContext );
|
|
void STDMETHODCALLTYPE OnBufferStart( void *bufferContext ) {}
|
|
void STDMETHODCALLTYPE OnLoopEnd( void *bufferContext ) {}
|
|
void STDMETHODCALLTYPE OnVoiceError( void * bufferContext, HRESULT error ) {}
|
|
|
|
/// @deprecated This is only here for compatibility with
|
|
/// the March 2008 SDK version of IXAudio2VoiceCallback.
|
|
void STDMETHODCALLTYPE OnVoiceProcessingPassStart() {}
|
|
|
|
void _flush();
|
|
void _loadNonStreamed();
|
|
|
|
// SFXVoice.
|
|
virtual SFXStatus _status() const;
|
|
virtual void _play();
|
|
virtual void _pause();
|
|
virtual void _stop();
|
|
virtual void _seek( U32 sample );
|
|
virtual U32 _tell() const;
|
|
|
|
SFXXAudioBuffer* _getBuffer() const { return ( SFXXAudioBuffer* ) mBuffer.getPointer(); }
|
|
|
|
public:
|
|
|
|
///
|
|
static SFXXAudioVoice* create( IXAudio2 *xaudio,
|
|
bool is3D,
|
|
SFXXAudioBuffer *buffer,
|
|
SFXXAudioVoice* inVoice = NULL );
|
|
|
|
///
|
|
virtual ~SFXXAudioVoice();
|
|
|
|
// SFXVoice
|
|
void setMinMaxDistance( F32 min, F32 max );
|
|
void play( bool looping );
|
|
void setVelocity( const VectorF& velocity );
|
|
void setTransform( const MatrixF& transform );
|
|
void setVolume( F32 volume );
|
|
void setPitch( F32 pitch );
|
|
void setCone( F32 innerAngle, F32 outerAngle, F32 outerVolume );
|
|
|
|
/// Is this a 3D positional voice.
|
|
bool is3D() const { return mIs3D; }
|
|
|
|
///
|
|
const X3DAUDIO_EMITTER& getEmitter() const { return mEmitter; }
|
|
};
|
|
|
|
#endif // _SFXXAUDIOVOICE_H_
|