//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: This abstracts the various hardware dependent implementations of sound // At the time of this writing there are Windows WAVEOUT, Direct Sound, // and Null implementations. // //=====================================================================================// #ifndef SND_DEVICE_H #define SND_DEVICE_H #pragma once #include "engine/audio/snd_fixedint.h" #include "engine/audio/snd_mix_buf.h" // sound engine rate defines #define SOUND_DMA_SPEED 44100 // hardware playback rate #define SOUND_11k 11025 // 11khz sample rate #define SOUND_22k 22050 // 22khz sample rate #define SOUND_44k 44100 // 44khz sample rate #define SOUND_ALL_RATES 1 // mix all sample rates #define SOUND_MIX_WET 0 // mix only samples that don't have channel set to 'dry' or 'speaker' (default) #define SOUND_MIX_DRY 1 // mix only samples with channel set to 'dry' (ie: music) #define SOUND_MIX_SPEAKER 2 // mix only samples with channel set to 'speaker' #define SOUND_MIX_SPECIAL_DSP 3 // mix only samples with channel set to 'special dsp' #define SOUND_BUSS_ROOM (1<<0) // mix samples using channel dspmix value (based on distance from player) #define SOUND_BUSS_FACING (1<<1) // mix samples using channel dspface value (source facing) #define SOUND_BUSS_FACINGAWAY (1<<2) // mix samples using 1-dspface #define SOUND_BUSS_SPEAKER (1<<3) // mix ch->bspeaker samples in mono to speaker buffer #define SOUND_BUSS_DRY (1<<4) // mix ch->bdry samples into dry buffer #define SOUND_BUSS_SPECIAL_DSP (1<<5) // mix ch->bspecialdsp samples into special dsp buffer class Vector; struct channel_t; // UNDONE: Create a simulated audio device to replace the old -simsound functionality? // General interface to an audio device abstract_class IAudioDevice { public: // Add a virtual destructor to silence the clang warning. // This is harmless but not important since the only derived class // doesn't have a destructor. virtual ~IAudioDevice() {} // Detect the sound hardware and create a compatible device // NOTE: This should NEVER fail. There is a function called Audio_GetNullDevice // which will create a "null" device that makes no sound. If we can't create a real // sound device, this will return a device of that type. All of the interface // functions can be called on the null device, but it will not, of course, make sound. static IAudioDevice *AutoDetectInit( bool waveOnly ); // This is needed by some of the routines to avoid doing work when you've got a null device virtual bool IsActive( void ) = 0; // This initializes the sound hardware. true on success, false on failure virtual bool Init( void ) = 0; // This releases all sound hardware virtual void Shutdown( void ) = 0; // stop outputting sound, but be ready to resume on UnPause virtual void Pause( void ) = 0; // return to normal operation after a Pause() virtual void UnPause( void ) = 0; // The volume of the "dry" mix (no effects). // This should return 0 on all implementations that don't need a separate dry mix virtual float MixDryVolume( void ) = 0; // Should we mix sounds to a 3D (quadraphonic) sound buffer (front/rear both stereo) virtual bool Should3DMix( void ) = 0; // This is called when the application stops all sounds // NOTE: Stopping each channel and clearing the sound buffer are done separately virtual void StopAllSounds( void ) = 0; // Called before painting channels, must calculated the endtime and return it (once per frame) virtual int PaintBegin( float, int soundtime, int paintedtime ) = 0; // Called when all channels are painted (once per frame) virtual void PaintEnd( void ) = 0; // Called to set the volumes on a channel with the given gain & dot parameters virtual void SpatializeChannel( int volume[6], int master_vol, const Vector& sourceDir, float gain, float mono ) = 0; // The device should apply DSP up to endtime in the current paint buffer // this is called during painting virtual void ApplyDSPEffects( int idsp, portable_samplepair_t *pbuffront, portable_samplepair_t *pbufrear, portable_samplepair_t *pbufcenter, int samplecount ) = 0; // replaces SNDDMA_GetDMAPos, gets the output sample position for tracking virtual int GetOutputPosition( void ) = 0; // Fill the output buffer with silence (e.g. during pause) virtual void ClearBuffer( void ) = 0; // Called each frame with the listener's coordinate system virtual void UpdateListener( const Vector& position, const Vector& forward, const Vector& right, const Vector& up ) = 0; // Called each time a new paint buffer is mixed (may be multiple times per frame) virtual void MixBegin( int sampleCount ) = 0; virtual void MixUpsample( int sampleCount, int filtertype ) = 0; // sink sound data virtual void Mix8Mono( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; virtual void Mix8Stereo( channel_t *pChannel, char *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; virtual void Mix16Mono( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; virtual void Mix16Stereo( channel_t *pChannel, short *pData, int outputOffset, int inputOffset, fixedint rateScaleFix, int outCount, int timecompress ) = 0; // Reset a channel virtual void ChannelReset( int entnum, int channelIndex, float distanceMod ) = 0; virtual void TransferSamples( int end ) = 0; // device parameters virtual const char *DeviceName( void ) = 0; virtual int DeviceChannels( void ) = 0; // 1 = mono, 2 = stereo virtual int DeviceSampleBits( void ) = 0; // bits per sample (8 or 16) virtual int DeviceSampleBytes( void ) = 0; // above / 8 virtual int DeviceDmaSpeed( void ) = 0; // Actual DMA speed virtual int DeviceSampleCount( void ) = 0; // Total samples in buffer virtual bool IsSurround( void ) = 0; // surround enabled, could be quad or 5.1 virtual bool IsSurroundCenter( void ) = 0; // surround enabled as 5.1 virtual bool IsHeadphone( void ) = 0; }; extern IAudioDevice *Audio_GetNullDevice( void ); #endif // SND_DEVICE_H