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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __SOUNDVOICE_H__
- #define __SOUNDVOICE_H__
- /*
- ================================================
- idSoundVoice_Base
- ================================================
- */
- class idSoundVoice_Base {
- public:
- idSoundVoice_Base();
- static void InitSurround( int outputChannels, int channelMask );
- void CalculateSurround( int srcChannels, float pLevelMatrix[ MAX_CHANNELS_PER_VOICE * MAX_CHANNELS_PER_VOICE ], float scale );
- void SetPosition( const idVec3 & p ) { position = p; }
- void SetGain( float g ) { gain = g; }
- void SetCenterChannel( float c ) { centerChannel = c; }
- void SetPitch( float p ) { pitch = p; }
- void SetInnerRadius( float r ) { innerRadius = r; }
- void SetChannelMask( uint32 mask ) { channelMask = mask; }
- const idSoundSample * GetCurrentSample();
- // Controls the low pass filter, where 0.0f = no filtering, 1.0f = full filter
- void SetOcclusion( float f ) { occlusion = f; }
- float GetGain() { return gain; }
- float GetPitch() { return pitch; }
- protected:
- idVec3 position; // Position of the sound relative to listener
- float gain; // Volume (0-1)
- float centerChannel; // Value (0-1) which indicates how much of this voice goes to the center channel
- float pitch; // Pitch multiplier
- float innerRadius; // Anything closer than this is omni
- float occlusion; // How much of this sound is occluded (0-1)
- uint32 channelMask; // Set to override the default channel mask
- // These are some setting used to do SSF_DISTANCE_BASED_STERO blending
- float innerSampleRangeSqr;
- float outerSampleRangeSqr;
- idList< idSoundSample *, TAG_AUDIO> samples;
- // These are constants which are initialized with InitSurround
- //-------------------------------------------------------------
- static idVec2 speakerPositions[idWaveFile::CHANNEL_INDEX_MAX];
- // This is to figure out which speakers are "next to" this one
- static int speakerLeft[idWaveFile::CHANNEL_INDEX_MAX];
- static int speakerRight[idWaveFile::CHANNEL_INDEX_MAX];
- // Number of channels in the output hardware
- static int dstChannels;
- // Mask indicating which speakers exist in the hardware configuration
- static int dstMask;
- // dstMap maps a destination channel to a speaker
- // invMap maps a speaker to a destination channel
- static int dstCenter;
- static int dstLFE;
- static int dstMap[MAX_CHANNELS_PER_VOICE];
- static int invMap[idWaveFile::CHANNEL_INDEX_MAX];
- // specifies what volume to specify for each channel when a speaker is omni
- static float omniLevel;
- };
- #endif
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