DOOM-3-BFG

DOOM 3 BFG Edition
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XA2_SoundHardware.h (4023B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 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.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 #ifndef __XA_SOUNDHARDWARE_H__
     29 #define __XA_SOUNDHARDWARE_H__
     30 
     31 class idSoundSample_XAudio2;
     32 class idSoundVoice_XAudio2;
     33 
     34 /*
     35 ================================================
     36 idSoundEngineCallback
     37 ================================================
     38 */
     39 class idSoundEngineCallback : public IXAudio2EngineCallback {
     40 public:
     41 	idSoundHardware_XAudio2 * hardware;
     42 
     43 private:
     44 	    // Called by XAudio2 just before an audio processing pass begins.
     45     STDMETHOD_( void, OnProcessingPassStart ) ( THIS ) {}
     46 
     47     // Called just after an audio processing pass ends.
     48     STDMETHOD_( void, OnProcessingPassEnd ) ( THIS ) {}
     49 
     50     // Called in the event of a critical system error which requires XAudio2
     51     // to be closed down and restarted.  The error code is given in Error.
     52     STDMETHOD_( void, OnCriticalError ) ( THIS_ HRESULT Error );
     53 };
     54 
     55 /*
     56 ================================================
     57 idSoundHardware_XAudio2
     58 ================================================
     59 */
     60 
     61 class idSoundHardware_XAudio2 {
     62 public:
     63 					idSoundHardware_XAudio2();
     64 
     65 	void			Init();
     66 	void			Shutdown();
     67 
     68 	void 			Update();
     69 
     70 	idSoundVoice *	AllocateVoice( const idSoundSample * leadinSample, const idSoundSample * loopingSample );
     71 	void			FreeVoice( idSoundVoice * voice );
     72 
     73 	// video playback needs this
     74 	IXAudio2 *		GetIXAudio2() const { return pXAudio2; };
     75 
     76 	int				GetNumZombieVoices() const { return zombieVoices.Num(); }
     77 	int				GetNumFreeVoices() const { return freeVoices.Num(); }
     78 
     79 protected:
     80 	friend class idSoundSample_XAudio2;
     81 	friend class idSoundVoice_XAudio2;
     82 
     83 private:
     84 	IXAudio2 * pXAudio2;
     85 	IXAudio2MasteringVoice * pMasterVoice;
     86 	IXAudio2SubmixVoice * pSubmixVoice;
     87 
     88 	idSoundEngineCallback	soundEngineCallback;
     89 	int					lastResetTime;
     90 
     91 	int					outputChannels;
     92 	int					channelMask;
     93 
     94 	idDebugGraph *		vuMeterRMS;
     95 	idDebugGraph *		vuMeterPeak;
     96 	int					vuMeterPeakTimes[ 8 ];
     97 
     98 	// Can't stop and start a voice on the same frame, so we have to double this to handle the worst case scenario of stopping all voices and starting a full new set
     99 	idStaticList<idSoundVoice_XAudio2, MAX_HARDWARE_VOICES * 2 > voices;
    100 	idStaticList<idSoundVoice_XAudio2 *, MAX_HARDWARE_VOICES * 2 > zombieVoices;
    101 	idStaticList<idSoundVoice_XAudio2 *, MAX_HARDWARE_VOICES * 2 > freeVoices;
    102 };
    103 
    104 /*
    105 ================================================
    106 idSoundHardware
    107 ================================================
    108 */
    109 class idSoundHardware : public idSoundHardware_XAudio2 {
    110 };
    111 
    112 #endif