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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 __XA2_SOUNDVOICE_H__
- #define __XA2_SOUNDVOICE_H__
- static const int MAX_QUEUED_BUFFERS = 3;
- /*
- ================================================
- idSoundVoice_XAudio2
- ================================================
- */
- class idSoundVoice_XAudio2 : public idSoundVoice_Base {
- public:
- idSoundVoice_XAudio2();
- ~idSoundVoice_XAudio2();
- void Create( const idSoundSample * leadinSample, const idSoundSample * loopingSample );
- // Start playing at a particular point in the buffer. Does an Update() too
- void Start( int offsetMS, int ssFlags );
- // Stop playing.
- void Stop();
- // Stop consuming buffers
- void Pause();
- // Start consuming buffers again
- void UnPause();
- // Sends new position/volume/pitch information to the hardware
- bool Update();
- // returns the RMS levels of the most recently processed block of audio, SSF_FLICKER must have been passed to Start
- float GetAmplitude();
- // returns true if we can re-use this voice
- bool CompatibleFormat( idSoundSample_XAudio2 * s );
- uint32 GetSampleRate() const { return sampleRate; }
- // callback function
- void OnBufferStart( idSoundSample_XAudio2 * sample, int bufferNumber );
- private:
- friend class idSoundHardware_XAudio2;
- // Returns true when all the buffers are finished processing
- bool IsPlaying();
- // Called after the voice has been stopped
- void FlushSourceBuffers();
- // Destroy the internal hardware resource
- void DestroyInternal();
- // Helper function used by the initial start as well as for looping a streamed buffer
- int RestartAt( int offsetSamples );
- // Helper function to submit a buffer
- int SubmitBuffer( idSoundSample_XAudio2 * sample, int bufferNumber, int offset );
- // Adjust the voice frequency based on the new sample rate for the buffer
- void SetSampleRate( uint32 newSampleRate, uint32 operationSet );
- IXAudio2SourceVoice * pSourceVoice;
- idSoundSample_XAudio2 * leadinSample;
- idSoundSample_XAudio2 * loopingSample;
- // These are the fields from the sample format that matter to us for voice reuse
- uint16 formatTag;
- uint16 numChannels;
- uint32 sourceVoiceRate;
- uint32 sampleRate;
- bool hasVUMeter;
- bool paused;
- };
- /*
- ================================================
- idSoundVoice
- ================================================
- */
- class idSoundVoice : public idSoundVoice_XAudio2 {
- };
- #endif
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