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- //
- // soundutil.h
- //
- // Useful utility classes/functions
- //
- #pragma once
- namespace SoundEngine {
- // returns a PCM data object for a given wave file.
- HRESULT LoadWaveFile(TRef<ISoundPCMData>& pdata, const ZString& strFilename);
- // returns a dummy PCM data object.
- HRESULT CreateDummyPCMData(TRef<ISoundPCMData>& pdata);
- //
- // a generic implementation of a sound source. Its position can be set and
- // retrieved, so it can be used if you want to manually set the position and
- // velocity of a sound instead of having it polled.
- //
- class GenericSoundSource : public ISoundPositionSource
- {
- private:
- Vector m_vectPosition;
- Vector m_vectVelocity;
- Vector m_vectOrientation;
- bool m_bListenerRelative;
- bool m_bIsPlaying;
- public:
- // constructors
- GenericSoundSource();
- GenericSoundSource(
- const Vector& vectPosition,
- const Vector& vectVelocity = Vector(0, 0, 0),
- const Vector& vectOrientation = Vector(0, 0, 1),
- bool bListenerRelative = false
- );
- //
- // Position setting functions
- //
- // Sets the position of the sound in space
- void SetPosition(const Vector& vectPosition);
-
- // Sets the velocity of the sound in space
- void SetVelocity(const Vector& vectVelocity);
-
- // Sets the orientation of the sound in space, used for sound cones.
- void SetOrientation(const Vector& vectOrientation);
- // Sets whether or not the sound position source is listener relative
- void SetIsListenerRelative(bool bListenerRelative);
- // Stops any sounds on this source
- void Stop();
-
- //
- // ISoundPositionSource
- //
- // Gets the position of the sound in space
- HRESULT GetPosition(Vector& vectPosition);
-
- // Gets the velocity of the sound in space
- HRESULT GetVelocity(Vector& vectVelocity);
-
- // Gets the orientation of the sound in space, used for sound cones.
- HRESULT GetOrientation(Vector& vectOrientation);
- // Returns S_OK if the position, velocity and orientation reported are
- // relative to the listener, S_FALSE otherwise.
- HRESULT IsListenerRelative();
- // Returns S_OK if this source is still playing the sound, S_FALSE
- // otherwise. This might be false if a sound emitter is destroyed, for
- // example, in which case the sound might fade out. Once it returns
- // S_FALSE once, it should never return S_OK again.
- HRESULT IsPlaying();
- };
- // a generic wrapper for an ISoundPositionSource which just delegates everything to
- // the object it wraps.
- // (not very useful by itself, but useful as a base class)
- class SoundPositionSourceWrapper : public ISoundPositionSource
- {
- protected:
- // the object which is wrapped
- TRef<ISoundPositionSource> m_pBase;
- public:
- // constructor
- SoundPositionSourceWrapper(ISoundPositionSource* pBase) :
- m_pBase(pBase) {};
- //
- // ISoundPositionSource
- //
- // Gets the position of the sound in space
- HRESULT GetPosition(Vector& vectPosition);
-
- // Gets the velocity of the sound in space
- HRESULT GetVelocity(Vector& vectVelocity);
-
- // Gets the orientation of the sound in space, used for sound cones.
- HRESULT GetOrientation(Vector& vectOrientation);
- // Returns S_OK if this source is still playing the sound, S_FALSE
- // otherwise. This might be false if a sound emitter is destroyed, for
- // example, in which case the sound might fade out. Once it returns
- // S_FALSE once, it should never return S_OK again.
- HRESULT IsPlaying();
- };
- //
- // a generic implementation of a listener. Its position can be set and
- // retrieved, so it can be used if you want to manually set the position and
- // velocity of the listener instead of having it polled.
- //
- class GenericListener : public GenericSoundSource, public ISoundListener
- {
- private:
- Vector m_vectUp;
- public:
- // constructor
- GenericListener();
- // sets the up direction for this listener
- void SetUpDirection(const Vector& vectUp);
- //
- // ISoundListener
- //
- // get the "up" vector for the listener
- HRESULT GetUpDirection(Vector& vectUp);
- //
- // ISoundPositionSource
- //
- // Gets the position of the sound in space
- HRESULT GetPosition(Vector& vectPosition);
-
- // Gets the velocity of the sound in space
- HRESULT GetVelocity(Vector& vectVelocity);
-
- // Gets the orientation of the sound in space, used for sound cones.
- HRESULT GetOrientation(Vector& vectOrientation);
- // Returns S_OK if this source is still playing the sound, S_FALSE
- // otherwise. This might be false if a sound emitter is destroyed, for
- // example, in which case the sound might fade out. Once it returns
- // S_FALSE once, it should never return S_OK again.
- HRESULT IsPlaying();
- };
- // a generic wrapper for an ISoundInstance which just delegates everything to
- // the object it wraps.
- // (not very useful by itself, but useful as a base class)
- class SoundInstanceWrapper : public ISoundInstance
- {
- protected:
- TRef<ISoundInstance> m_pBase;
- public:
- SoundInstanceWrapper(ISoundInstance* pBase) :
- m_pBase(pBase) { ZAssert(pBase != NULL); };
- // Stops the sound. If bForceNow is true the sound will stop ASAP,
- // possibly popping. If it is false some sounds may play a trail-off
- // sound or fade away.
- virtual HRESULT Stop(bool bForceNow = false);
- // returns S_OK if the sound is currently playing, S_FALSE otherwise.
- virtual HRESULT IsPlaying();
- // Gets an event which fires when the sound finishes playing (for any
- // reason)
- virtual IEventSource* GetFinishEventSource();
- // Gets an interface for tweaking the sound, if supported, NULL otherwise.
- virtual TRef<ISoundTweakable> GetISoundTweakable();
- virtual TRef<ISoundTweakable3D> GetISoundTweakable3D();
- };
- // a generic wrapper for an ISoundTweakable which just delegates everything to
- // the object it wraps.
- // (not very useful by itself, but useful as a base class)
- class SoundTweakableWrapper : public ISoundTweakable
- {
- protected:
- TRef<ISoundTweakable> m_pBase;
- public:
- SoundTweakableWrapper(ISoundTweakable* pBase) :
- m_pBase(pBase) { ZAssert(pBase != NULL); };
- // Sets the gain, from 0 to -100 dB
- virtual HRESULT SetGain(float fGain);
- // Sets the pitch shift, where 1.0 is normal, 0.5 is half of normal speed,
- // and 2.0 is twice normal speed.
- virtual HRESULT SetPitch(float fPitch);
- // sets the priority - used as a addition to volume when choosing which
- // sounds are most important to play.
- virtual HRESULT SetPriority(float fPriority);
- };
- // a generic wrapper for an ISoundTweakable3D which just delegates everything to
- // the object it wraps.
- // (not very useful by itself, but useful as a base class)
- class SoundTweakable3DWrapper : public ISoundTweakable
- {
- protected:
- TRef<ISoundTweakable3D> m_pBase;
- public:
- SoundTweakable3DWrapper(ISoundTweakable3D* pBase) :
- m_pBase(pBase) { ZAssert(pBase != NULL); };
- // toggles 3D Positioning on and off for the given sound.
- virtual HRESULT Set3D(bool b3D);
- // Sets the distance at which the sound will be at max volume. This
- // effects how quickly the sound drops off with distance.
- virtual HRESULT SetMinimumDistance(float fMinimumDistance);
- // Sets a sound cone of size fInnerAngle (in degrees) where the volume is at
- // normal levels, outside of which it fades down by fOutsideGain
- // (range of 0 to -100 db) at fOuterAngle (degrees) and beyond.
- virtual HRESULT SetCone(float fInnerAngle, float fOuterAngle, float fOutsideGain);
- };
- // A sound wrapper which merely records the settings it's given (a useful base
- // class for sounds that may wait before playing).
- class StubbedTweakableSoundInstance : public ISoundInstance, public ISoundTweakable3D,
- public IIntegerEventSink
- {
- // The current priority of the sound
- float m_fPriority;
- bool m_bPrioritySet;
- // The current gain of the sound
- float m_fGain;
- bool m_bGainSet;
- // the current pitch of the sound
- float m_fPitch;
- bool m_bPitchSet;
- // is 3D on at the moment?
- bool m_b3D;
- bool m_b3DSet;
- // the current maximum distance of the sound
- float m_fMinimumDistance;
- bool m_bMinimumDistanceSet;
- // the current sound cone
- float m_fInnerAngle, m_fOuterAngle, m_fOutsideGain;
- bool m_bConeSet;
- protected:
- // The source of this sound, position-wise
- TRef<ISoundPositionSource> m_pposSource;
- // this sound has been stopped
- bool m_bStopped;
- // this sound has been stopped with bForceNow set
- bool m_bForcedStop;
- // the "stopped" event source
- TRef<EventSourceImpl> m_peventsourceStopped;
- public:
- StubbedTweakableSoundInstance(ISoundPositionSource* pposSource);
- // fires the m_peventsourceStopped event if bHasStopped is true
- virtual void Update(DWORD dwElapsedTime, bool bHasStopped);
- // calls Stop(true) if m_pposSource has stopped. calls Update,
- // returns IsPlaying()
- virtual bool OnEvent(IIntegerEventSource* pevent, int value);
- // copies any tweaks that have been made to the given sound instance
- void UpdateSound(ISoundInstance* psound);
- //
- // ISoundInstance interface
- //
- // Stops the sound. If bForceNow is true the sound will stop ASAP,
- // possibly popping. If it is false some sounds may play a trail-off
- // sound or fade away.
- virtual HRESULT Stop(bool bForceNow = false);
- // returns S_OK if the sound is currently playing, S_FALSE otherwise.
- virtual HRESULT IsPlaying();
- // Gets an event which fires when the sound finishes playing (for any
- // reason)
- virtual IEventSource* GetFinishEventSource();
- // Gets an interface for tweaking the sound, if supported, NULL otherwise.
- virtual TRef<ISoundTweakable> GetISoundTweakable();
- virtual TRef<ISoundTweakable3D> GetISoundTweakable3D();
- //
- // ISoundTweakable3D interface
- //
- // toggles 3D Positioning on and off for the given sound.
- virtual HRESULT Set3D(bool b3D);
- // Sets the distance at which the sound will be at max volume. This
- // effects how quickly the sound drops off with distance.
- virtual HRESULT SetMinimumDistance(float fMinimumDistance);
- // Sets a sound cone of size fInnerAngle (in degrees) where the volume is at
- // normal levels, outside of which it fades down by fOutsideGain
- // (range of 0 to -100 db) at fOuterAngle (degrees) and beyond.
- virtual HRESULT SetCone(float fInnerAngle, float fOuterAngle, float fOutsideGain);
- //
- // ISoundTweakable interface
- //
- // Sets the gain, from 0 to -100 dB
- virtual HRESULT SetGain(float fGain);
- // Sets the pitch shift, where 1.0 is normal, 0.5 is half of normal speed,
- // and 2.0 is twice normal speed.
- virtual HRESULT SetPitch(float fPitch);
- // sets the priority - used as a addition to volume when choosing which
- // sounds are most important to play.
- virtual HRESULT SetPriority(float fPriority);
- };
- // a delegate for an ISoundTweakable3D which just delegates everything to
- // the object it wraps.
- class SoundBufferSourceDelegate : public ISoundBufferSource
- {
- protected:
- ISoundBufferSource* m_pBase;
- public:
- SoundBufferSourceDelegate(ISoundBufferSource* pBase) :
- m_pBase(pBase) { ZAssert(pBase != NULL); };
- // Creates a static sound buffer of the given wave file. If bLooping is
- // true, the sound will loop until stopped.
- virtual HRESULT CreateStaticBuffer(TRef<ISoundInstance>& psoundNew,
- ISoundPCMData* pcmdata, bool bLooping, ISoundPositionSource* psource = NULL);
- // Creates a sound buffer with a loop in the middle. The sound will play
- // the start sound, play the loop sound until it gets a soft stop, then
- // play the rest of the sound.
- virtual HRESULT CreateASRBuffer(TRef<ISoundInstance>& psoundNew,
- ISoundPCMData* pcmdata, unsigned uLoopStart, unsigned uLoopLength,
- ISoundPositionSource* psource = NULL);
- // Gets an event which fires each time update is called. This can be used
- // for some of the trickier sounds that change with time.
- virtual IIntegerEventSource* GetUpdateEventSource();
- };
- // a generic wrapper for an ISoundTweakable3D which just delegates everything to
- // the object it wraps.
- // (not very useful by itself, but useful as a base class)
- class SoundBufferSourceWrapper : public SoundBufferSourceDelegate
- {
- protected:
- TRef<ISoundBufferSource> m_pBaseRef;
- public:
- SoundBufferSourceWrapper(ISoundBufferSource* pBase) :
- m_pBaseRef(pBase), SoundBufferSourceDelegate(pBase) {};
- };
- }
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