Torque3D/Engine/source/sfx/xaudio/sfxXAudioVoice.h
2012-09-19 11:15:01 -04:00

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_