//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #ifndef ISOUNDSYSTEM_H #define ISOUNDSYSTEM_H #ifdef _WIN32 #pragma once #endif #include "appframework/iappsystem.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class IAudioDevice; class CAudioSource; class CAudioMixer; //----------------------------------------------------------------------------- // Sound handle //----------------------------------------------------------------------------- typedef unsigned short AudioSourceHandle_t; enum { AUDIOSOURCEHANDLE_INVALID = (AudioSourceHandle_t)~0 }; //----------------------------------------------------------------------------- // Flags for FindAudioSource //----------------------------------------------------------------------------- enum FindAudioSourceFlags_t { FINDAUDIOSOURCE_NODELAY = 0x1, FINDAUDIOSOURCE_PREFETCH = 0x2, FINDAUDIOSOURCE_PLAYONCE = 0x4, }; #include "soundsystem/audio_mix.h" /* filter types */ enum audio_filter_type_t { FILTER_LOWPASS = 0, /* low pass filter */ FILTER_HIGHPASS, /* High pass filter */ FILTER_BANDPASS, /* band pass filter */ FILTER_NOTCH, /* Notch Filter */ FILTER_PEAKING_EQ, /* Peaking band EQ filter */ FILTER_LOW_SHELF, /* Low shelf filter */ FILTER_HIGH_SHELF /* High shelf filter */ }; class IAudioMix { public: virtual ~IAudioMix() {} virtual void Process( CAudioMixState *pState ) = 0; CAudioMixBuffer *m_pOutput; int m_nOutputChannelCount; }; class CAudioMixState; class CAudioMixDescription; abstract_class ISoundSystem2 { public: // NOTE: This is the new sound device architecture. It is a separate standalone piece of tech that does not interact with ISoundSystem's normal // entry points. Eventually these entry points will replace many of the entry points of ISoundSystem and this interface will transition to // the new architecture. This is just here for prototyping and testing. // NULL chooses default virtual IAudioDevice2 *CreateDevice( const audio_device_init_params_t *pParams ) = 0; virtual void DestroyDevice( IAudioDevice2 *pDevice ) = 0; virtual int EnumerateDevices( int nSubsystem, audio_device_description_t *pDeviceListOut, int nListCount ) = 0; virtual void HandleDeviceErrors( IAudioDevice2 *pDevice ) = 0; virtual IAudioMix *CreateMix( const CAudioMixDescription *pMixDescription ) = 0; virtual void DestroyMix( IAudioMix *pMix ) = 0; virtual CAudioProcessor *CreateFilter( audio_filter_type_t filterType, float fldbGain, float flCenterFrequency, float flBandWidth ) = 0; virtual CAudioProcessor *CreateMonoDSP( int nEffect, dspglobalvars_t *pGlobals ) = 0; }; //----------------------------------------------------------------------------- // Purpose: DLL interface for low-level sound utilities //----------------------------------------------------------------------------- #define SOUNDSYSTEM_INTERFACE_VERSION "SoundSystem001" abstract_class ISoundSystem : public IAppSystem { public: virtual void Update( float time ) = 0; virtual void Flush( void ) = 0; virtual CAudioSource *FindOrAddSound( const char *filename ) = 0; virtual CAudioSource *LoadSound( const char *wavfile ) = 0; virtual void PlaySound( CAudioSource *source, float volume, CAudioMixer **ppMixer ) = 0; virtual bool IsSoundPlaying( CAudioMixer *pMixer ) = 0; virtual CAudioMixer *FindMixer( CAudioSource *source ) = 0; virtual void StopAll( void ) = 0; virtual void StopSound( CAudioMixer *mixer ) = 0; virtual void GetAudioDevices(CUtlVector< audio_device_description_t >& deviceListOut) const = 0; }; #endif // ISOUNDSYSTEM_H