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//========= Copyright 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 "engine/audio/snd_fixedint.h"
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#include "engine/audio/snd_mix_buf.h"
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// sound engine rate defines
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#define SOUND_DMA_SPEED 44100 // hardware playback rate
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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_MIX_SPECIAL_DSP 3 // mix only samples with channel set to 'special dsp'
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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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#define SOUND_BUSS_SPECIAL_DSP (1<<5) // mix ch->bspecialdsp samples into special dsp buffer
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class Vector;
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struct channel_t;
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// UNDONE: Create a simulated audio device to replace the old -simsound functionality?
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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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// Add a virtual destructor to silence the clang warning.
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// This is harmless but not important since the only derived class
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// doesn't have a destructor.
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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( bool waveOnly );
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// This is needed by some of the routines to avoid doing work when you've got a null device
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virtual bool IsActive( void ) = 0;
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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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// The volume of the "dry" mix (no effects).
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// This should return 0 on all implementations that don't need a separate dry mix
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virtual float MixDryVolume( void ) = 0;
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// Should we mix sounds to a 3D (quadraphonic) sound buffer (front/rear both stereo)
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virtual bool Should3DMix( void ) = 0;
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// This is called when the application stops all sounds
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// NOTE: Stopping each channel and clearing the sound buffer are done separately
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virtual void StopAllSounds( 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 int PaintBegin( float, int soundtime, int paintedtime ) = 0;
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// Called when all channels are painted (once per frame)
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virtual void PaintEnd( void ) = 0;
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// Called to set the volumes on a channel with the given gain & dot parameters
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virtual void SpatializeChannel( int volume[6], int master_vol, const Vector& sourceDir, float gain, float mono ) = 0;
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// The device should apply DSP up to endtime in the current paint buffer
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// this is called during painting
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virtual void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount ) = 0;
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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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// Called each frame with the listener's coordinate system
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virtual void UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up ) = 0;
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// Called each time a new paint buffer is mixed (may be multiple times per frame)
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virtual void MixBegin( int sampleCount ) = 0;
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virtual void MixUpsample( int sampleCount, int filtertype ) = 0;
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// sink sound data
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virtual void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0;
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virtual void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0;
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virtual void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0;
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virtual void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0;
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// Reset a channel
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virtual void ChannelReset( int entnum, int channelIndex, float distanceMod ) = 0;
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virtual void TransferSamples( int end ) = 0;
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// device parameters
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virtual const char *DeviceName( void ) = 0;
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virtual int DeviceChannels( void ) = 0; // 1 = mono, 2 = stereo
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virtual int DeviceSampleBits( void ) = 0; // bits per sample (8 or 16)
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virtual int DeviceSampleBytes( void ) = 0; // above / 8
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virtual int DeviceDmaSpeed( void ) = 0; // Actual DMA speed
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virtual int DeviceSampleCount( void ) = 0; // Total samples in buffer
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virtual bool IsSurround( void ) = 0; // surround enabled, could be quad or 5.1
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virtual bool IsSurroundCenter( void ) = 0; // surround enabled as 5.1
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virtual bool IsHeadphone( void ) = 0;
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};
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extern IAudioDevice *Audio_GetNullDevice( void );
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#endif // SND_DEVICE_H
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