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+//========= 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 "snd_fixedint.h"
+#include "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