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114 lines
4.1 KiB
114 lines
4.1 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: This abstracts the various hardware dependent implementations of sound
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// At the time of this writing there are Windows WAVEOUT, Direct Sound,
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// and Null implementations.
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//
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//=====================================================================================//
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#ifndef SND_DEVICE_H
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#define SND_DEVICE_H
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#pragma once
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#include "snd_fixedint.h"
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#include "snd_mix_buf.h"
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// sound engine rate defines
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#if 0 // def _PS3
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#define SOUND_DMA_SPEED 48000 // hardware playback rate
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#else
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#define SOUND_DMA_SPEED 44100 // hardware playback rate
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#endif
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#define SOUND_11k 11025 // 11khz sample rate
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#define SOUND_22k 22050 // 22khz sample rate
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#define SOUND_44k 44100 // 44khz sample rate
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#define SOUND_ALL_RATES 1 // mix all sample rates
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#define SOUND_MIX_WET 0 // mix only samples that don't have channel set to 'dry' or 'speaker' (default)
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#define SOUND_MIX_DRY 1 // mix only samples with channel set to 'dry' (ie: music)
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#define SOUND_MIX_SPEAKER 2 // mix only samples with channel set to 'speaker'
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#define SOUND_BUSS_ROOM (1<<0) // mix samples using channel dspmix value (based on distance from player)
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#define SOUND_BUSS_FACING (1<<1) // mix samples using channel dspface value (source facing)
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#define SOUND_BUSS_FACINGAWAY (1<<2) // mix samples using 1-dspface
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#define SOUND_BUSS_SPEAKER (1<<3) // mix ch->bspeaker samples in mono to speaker buffer
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#define SOUND_BUSS_DRY (1<<4) // mix ch->bdry samples into dry buffer
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class Vector;
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struct channel_t;
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#if defined(_WIN32) || defined(_WIN64)
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#define USE_AUDIO_DEVICE_V1 1
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#endif
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#if USE_AUDIO_DEVICE_V1
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// General interface to an audio device
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abstract_class IAudioDevice
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{
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public:
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virtual ~IAudioDevice() {}
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// Detect the sound hardware and create a compatible device
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// NOTE: This should NEVER fail. There is a function called Audio_GetNullDevice
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// which will create a "null" device that makes no sound. If we can't create a real
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// sound device, this will return a device of that type. All of the interface
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// functions can be called on the null device, but it will not, of course, make sound.
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static IAudioDevice *AutoDetectInit();
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// This initializes the sound hardware. true on success, false on failure
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virtual bool Init( void ) = 0;
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// This releases all sound hardware
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virtual void Shutdown( void ) = 0;
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// stop outputting sound, but be ready to resume on UnPause
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virtual void Pause( void ) = 0;
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// return to normal operation after a Pause()
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virtual void UnPause( void ) = 0;
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// Called before painting channels, must calculated the endtime and return it (once per frame)
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virtual int64 PaintBegin( float, int64 soundtime, int64 paintedtime ) = 0;
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virtual void PaintEnd() {}
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// replaces SNDDMA_GetDMAPos, gets the output sample position for tracking
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virtual int GetOutputPosition( void ) = 0;
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// Fill the output buffer with silence (e.g. during pause)
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virtual void ClearBuffer( void ) = 0;
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virtual void TransferSamples( int end ) = 0;
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// device parameters
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virtual int DeviceSampleCount( void ) = 0; // Total samples in buffer
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inline const char *Name() { return m_pName; }
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inline int ChannelCount() { return m_nChannels; }
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inline int BitsPerSample() { return m_nSampleBits; }
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inline int SampleRate() { return m_nSampleRate; }
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virtual bool IsSurround() { return m_nChannels > 2 ? true : false; }
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virtual bool IsSurroundCenter() { return m_nChannels > 4 ? true : false; }
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inline bool IsActive() { return m_bIsActive; }
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inline bool IsHeadphone() { return m_bIsHeadphone; } // mixing makes some choices differently for stereo vs headphones, expose that here.
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inline int DeviceSampleBytes() { return BitsPerSample() / 8; }
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protected:
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// NOTE: Derived classes MUST initialize these before returning a device from a factory
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const char *m_pName;
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int m_nChannels;
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int m_nSampleBits;
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int m_nSampleRate;
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bool m_bIsActive;
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bool m_bIsHeadphone;
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};
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extern IAudioDevice *Audio_GetNullDevice( void );
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#else
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#include "soundsystem/lowlevel.h"
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inline IAudioDevice2 *Audio_GetNullDevice()
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{
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return Audio_CreateNullDevice();
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}
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#endif
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#endif // SND_DEVICE_H
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